07-01-2005, 07:42 PM
As the subject says.. I'm having trouble with backface culling in 3d space. What I'm currently doing is finding the normal of my quad(using 3 of the 4 points), then using dot product theory, multiplied it with one of the quad's 3d points(ie x1 * normalx + y1 * normaly + z1 * normalz). If the result is less than 0 I reject the quad. I'm guessing a probable issue might be arising because the quads aren't all coplanar. But it completely fails with triangles. I'm reasonably sure the polys are all solid as I'm using the same objects from the nlife demo(it backface culled in 2d, objects appeared correct. For what I'm doing 2d backface culling isn't suited). I would've posted this in the fb forum, but they don't have a n00b forum..
am part of the legion of n00b. We are numerous if dumb. We will enslave you all!