So how to explain that a spinning cube gives me what I want (the
verteces not seen by the camera are hidden)?
The code is the same, but where GL_TRIANGLES is replaced by GL_QUADS,
the vertices and indices lists are filled accordingly and the 2nd
argument of glDrawElements replaced by the len of the indices list. And
there is no test on the depth.
Le 05/14/10 23:36, Ian Mallett a écrit :
Well, for one thing, you're drawing the tetrahedron in
line mode. GL_CULL_FACE does nothing for GL_LINE.
You might also try culling the front faces glCullFace(GL_FRONT). If
the results are expected, then reverse the winding order of the
polygons (i.e., polygon [v1,v2,v3] specify as [v1,v3,v2]) and cull the
back as before.