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Backface Culling
theproadam edited this page Apr 24, 2020
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Performance can be greatly improved by reducing the amount of pixels filled by skipping back faces. renderXF allows both front and backface culling. Culling is determined from the winding order of the triangle.
To enable backface culling, just use the SetFaceCulling()
function from the renderX instance:
//Enable Face Culling:
GL.SetFaceCulling(true, boolFrontTrueBackFalse)
//Disable Face Culling:
GL.SetFaceCulling(false, boolFrontTrueBackFalse)
To change from front face to backface culling or vice versa, just use the SetFaceCulling()
function from the renderX instance:
//Change Face Culling To Backfaces:
GL.SetFaceCulling(true, false)
//Change Face Culling To Frontfaces:
GL.SetFaceCulling(true, true)
- Initializing the renderer
- Setting the transform data
- Blitting and clearing the viewport
- Initializing a vertex buffer
- Creating a shader
- Drawing an object
- Screen space shaders
- Blitting bitmaps
- Loading a texture
- Creating a framebuffer
- Displaying a texture