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Cull mode

2008-10-06
2013-06-03
  • Grégory Jaegy

    Grégory Jaegy - 2008-10-06

    Hi,

    First of all, thanks a lot for writing such a library, it is just a great idea. I couldn't find any standalone library doing this job in the past (one could use a part of OSG for instance), so when I saw this I decided to give it a try !

    My question concerns the winding order of the triangles generated by the library: is there any convention defined ? I couldn't find any reference to that in the doc.

    Also, what about 2-sided triangles ? Are they supported ?

    I wish you the best,
    Cheers,
    Greg

     
    • Alexander Gessler

      Hi,

      sorry for answering so late.

      >> My question concerns the winding order of the triangles generated by the library: is there any convention defined ? I couldn't find any reference to that in the doc.

      The winding order *should* be conforming to OpenGL conventions, counter clockwise, I think. However, if you activate the ConvertToLeftHanded step the output winding order will be clockwise, suitable for CCW culling with Direct3D.

      However, at the moment there is no way to find out whether you can do backface culling on an imported mesh. I'm thinking of an additional step to fix that.

      >> Also, what about 2-sided triangles ? Are they supported ?

      There is a material flag for that, AI_MATERIAL_FLAG_TWO_SIDED I think.

      Thanks for your interest in Assimp!

      Cheers,
      Alex

       

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