Back Face Culling
This article is a stub. Perhaps help us expand it?
Notes:
- Faces have a winding order:
- Clockwise
- Counter-Clockwise
- Faces have a surface normal.
- Cameras have a view direction.
- The dot-product of a surface-normal and view-direction indicates if a face is facing the camera, or not.
- GPU rasterizers have built-in back-face culling.
- Vertices (and thus faces) can be discarded,
by setting them to
NaN
in the vertex shader.