Backface Culling
by Scooby Brown · in Torque Game Engine · 11/20/2008 (3:29 pm) · 2 replies
After much research I have concluded that there is no backface culling for dts objects. So lets start discussing how we could add it. I thought of using the methods from terrain rendering but I have no clue what i am doing.
#2
EDIT
NVM i found the wireframe func. but I wasnt clear on what i ment by backface cullin. Srry about that what i ment was somesort of face culling that is done on a per face basis for all shapes, not just checking the bounding box.
Srry for the confusion
11/20/2008 (3:56 pm)
Ohhh ok i see... one more thing though if you dont mind, how do you set torque to render in wireframe?EDIT
NVM i found the wireframe func. but I wasnt clear on what i ment by backface cullin. Srry about that what i ment was somesort of face culling that is done on a per face basis for all shapes, not just checking the bounding box.
Srry for the confusion
Associate Alex Scarborough
Typically backface culling is done by the graphics API, which in this case is OpenGL. The code to so is This is done in TSMesh::initMaterials (line 671 in tsMesh.cpp).