Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 8300055
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 8, 20262026-06-08T16:24:28+00:00 2026-06-08T16:24:28+00:00

In OpenGL, the default setup is: Co-ordinate system = right handed, with +x->right, +y->up,

  • 0

In OpenGL, the default setup is:

  1. Co-ordinate system = right handed, with +x->right, +y->up, +z->towards-viewer.
  2. Therefore, a postive rotation around z will move the x basis vector to y (anti-clockwise).
  3. Front-facing polygons are defined as CCW vertices.
  4. Culling of backface faces is achieved by:
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);

Ok, we all know this. In Flash 11/Molehill/Stage3d, the defaults are supposed to be the same.

However, if I enable backface culling in step 4 via:

c3d.setCulling(Context3DTriangleFace.BACK);

my faces are culled. It seems the default is Context3DTriangleFace.FRONT. I created a sanity-check case in OpenGL and Stage3D which are otherwise identical. Same vertex/index list, leave defaults, same orthographic projection matrix, identity ModelView, yet I have to set culling to FRONT not BACK.

It’s as if Stage3D has a different winding default. i.e. it’s as if, under the hood, OpengGL has been set to:
glFrontFace(GL_CW);
instead of OpenGLs default:
glFrontFace(GL_CCW);

Has anyone else come across this? It’s driving me nuts…

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-08T16:24:33+00:00Added an answer on June 8, 2026 at 4:24 pm

    I meant to answer this ages ago, but forgot, so I’ll just answer it now.

    I was right, Stage3D considers front-facing to be a CW winding in screen-space, as opposed to OpenGL’s CCW. I hope this helps anyone coming from OpenGL. Just reverse the order of your index buffer indices, or change the culling mode to FRONT. I decided to change the index order.

    Cheers,

    Shane

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

How do I change default cord system and units in OpenGL? Right now it's
I notice that the default data type for texture coordinates in the OpenGL docs
I am very new to OpenGL ES, and I am trying to play around
Android opengl-es view question. So in openGL, the default position of the camera and
I've been playing around with OpenGL for a full week or equivalent. After 2D
System Specs and task I am using Code::Blocks on Ubuntu 10.10 and playing around
I am developing an iPhone game using OpenGL ES. I want to move the
I'm working on the editor for Bitfighter , where we use the default OpenGL
I'm writing a simple opengl application with a default window size. Into this window
In OpenGL for achieving a proper transparency effect I should use glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) but

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.