If I use my own normal values, should I turn off winding order culling?

Posted by Phil on Game Development See other posts from Game Development or by Phil
Published on 2012-11-26T10:56:52Z Indexed on 2012/11/26 17:28 UTC
Read the original article Hit count: 338

Filed under:
|
|

I've discovered that I managed to program a series of boxes with indexed vertices in such a way that every other triangle (Half of each face) has a backwards winding order.

As a result, XNA is culling half of them.

However, my Vertex objects contain normal data that I have explicitly set, and I am going to implement my own backface culling shortly to reduce the size of the VertexBuffer.

Should I turn off winding order culling and manage it myself, or should I make sure the winding order is consistent and let XNA handle it?

© Game Development or respective owner

Related posts about XNA

Related posts about 3d