   Polygon winding
  I'm having trouble understanding polygon winding.Consider the following triangle:pt1: (0,0,0)pt2: (32,0,0)pt3: (32,0,32)When I draw this triangle with counterclockwise culling on it is only visible from its back, when I thought it'd be visible from the front.Can someone please help me understand this polygon winding thing?   
  What graphics library are you using?If your using OpenGL, polygon winding is clockwise by default. To turn on CCW winding, useglFrontFace(GL_CCW);glEnable(GL_CULL_FACE);when you initialize your renderer.   ;Quote:Original post by shotgunnutterWhat graphics library are you using?If your using OpenGL, polygon winding is clockwise by default. To turn on CCW winding, useglFrontFace(GL_CCW);glEnable(GL_CULL_FACE);when you initialize your renderer.The pertinent point here is that it does depend on what you're using as to what is considered front-facing.  However, OpenGL front faces are wound counter-clockwise by default:Quote:Originally posted by The Docs:void glFrontFace(GLenum mode);    Controls how front-facing polygons are determined. By default, mode is GL_CCW, which corresponds to a counterclockwise orientation of the ordered vertices of a projected polygon in window coordinates. If mode is GL_CW, faces with a clockwise orientation are considered front-facing.So, what are you using (OpenGL, DirectX, other?), and have you changed any of the important states without realizing it?   ;Quote:So, what are you using (OpenGL, DirectX, other?), and have you changed any of the important states without realizing it?I'm using OpenGL with default states. I've just now realized that the winding is determined in window coordinates and not in world-space ones.I understand it now.   ;  No, defining polygons, and hence their winding, is done in world space. Determining whether you're currently in front of it or at the back of it, that is relative to your window.   