Re: [PyOpenGL-Users] culling with tétrahedron
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From: Roland E. <r.e...@gm...> - 2010-05-15 20:48:40
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Ian, After some experiment based on what you say about the winding, I figure the problem, and now I have the correct behavior. But that still doesn't explain why GL_CULL_FACE is doing something, when using GL_LINE. Roland. Le 05/15/10 21:52, Roland Everaert a écrit : > 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. > > > Thanks, > > > Roland. > > 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. >> >> Ian |