Game Development Community

Backface Culling

by Scooby Brown · in Torque Game Engine · 11/20/2008 (3:29 pm) · 2 replies

After much research I have concluded that there is no backface culling for dts objects. So lets start discussing how we could add it. I thought of using the methods from terrain rendering but I have no clue what i am doing.

#1
11/20/2008 (3:54 pm)
DTS objects have backface culling.

Typically backface culling is done by the graphics API, which in this case is OpenGL. The code to so is
glEnable(GL_CULL_FACE);
This is done in TSMesh::initMaterials (line 671 in tsMesh.cpp).
#2
11/20/2008 (3:56 pm)
Ohhh ok i see... one more thing though if you dont mind, how do you set torque to render in wireframe?

EDIT

NVM i found the wireframe func. but I wasnt clear on what i ment by backface cullin. Srry about that what i ment was somesort of face culling that is done on a per face basis for all shapes, not just checking the bounding box.

Srry for the confusion