What exactly is back face culling in OpenGL? Can you give me a specific example with e.g. one triangle?
Share
Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.
Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.
Lost your password? Please enter your email address. You will receive a link and will create a new password via email.
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.
If you look carefully you can see examples of this in a lot of video games. Any time the camera accidentally moves through an object – typically a moving object like a character – notice how the world continues to render correctly. That’s because the back sides of the triangles that form the skin of the character are not rendered; they are effectively transparent. If this were not the case then every time the camera accidentally moved inside an object either the screen would go black (because the interior of the object is not lit) or you’d get a bizarre perspective on what the skin of the object looks like from the inside.