RE: [AD] Patch for the documentation of polygon_z_normal() |
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- To: <alleg-developers@xxxxxxxxxx>
- Subject: RE: [AD] Patch for the documentation of polygon_z_normal()
- From: "Robert Ohannessian" <ROhannessian@xxxxxxxxxx>
- Date: Tue, 7 Jun 2005 09:56:27 -0700
- Thread-index: AcVrf75KYwjnQm7HSVaALwP93leZwwAAgtnA
- Thread-topic: [AD] Patch for the documentation of polygon_z_normal()
Yes, let's stick to polygon_z_normal.
I'm still not convinced that you can do back-face culling in camera
space though.
> -----Original Message-----
> From: alleg-developers-admin@xxxxxxxxxx [mailto:alleg-
> developers-admin@xxxxxxxxxx] On Behalf Of Andrei Ellman
> Sent: Tuesday, June 07, 2005 9:42 AM
> To: alleg-developers@xxxxxxxxxx
> Subject: Re: [AD] Patch for the documentation of polygon_z_normal()
>
> Robert Ohannessian wrote:
> >>So what would be a good method for back-face culling without first
> >>converting into screen space? The advantage this has is that it
saves
> >
> > a
> >
> >>persp_project() call for any vertices who'se polys are completely
> >>obscured.
> >
> >
> > The trouble is that back-face culling requires you to know where
your
> > geometry is in screen-space. You can't just use clip space / eye
space
> > for this, or you'll either miss faces that could be back-face
culled, or
> > you'll cull too many faces.
>
>
> So shall we just stick to the polygon_z_normal() method and agree that
> back-face culling in camera space is a concept that's too complicated
> for the basic Allegro package?
>
>
> AE.
>
>
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