Timeline for Broken back face culling
Current License: CC BY-SA 4.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Feb 10, 2022 at 18:31 | comment | added | justix | @Philipp Yes, you are right. It's about z-buffering. I've posted an answer. | |
| Feb 10, 2022 at 18:30 | answer | added | justix | timeline score: 1 | |
| Feb 10, 2022 at 17:12 | history | edited | liggiorgio | CC BY-SA 4.0 | added 54 characters in body |
| Feb 10, 2022 at 17:12 | comment | added | Philipp | This looks to me as if the problem isn't with the normals. The problem appears to be that you didn't implement Z-buffering properly. So you draw polygons which should be hidden behind other polygons. You don't notice with the cube because a cube is a convex shape. So any polygons which are obscured by other polygons also face away from the camera. | |
| Feb 10, 2022 at 17:09 | history | edited | liggiorgio | CC BY-SA 4.0 | added 54 characters in body |
| Feb 9, 2022 at 17:59 | comment | added | justix | A also draw calculated normals for monkey's faces. They all seems to point out of face, that is correct. That means that winding order is correct, right? But why they still can be rendered incorrectly?(like on monkey gif) | |
| S Feb 9, 2022 at 17:46 | review | First questions | |||
| Feb 10, 2022 at 17:09 | |||||
| S Feb 9, 2022 at 17:46 | history | asked | justix | CC BY-SA 4.0 |