Re: Changing CULL Mode -- Cull Mode Types
Quote:
Posted by Halsafar
I decided to change the CULL mode to None, then render the skysphere, then change it back to CCW.
Works like a charm.
So my questions are:
D3DCULL_CCW -- remove counter clock wise triangles?
D3DCULL_CW -- remove clockwise triangles?
D3DCULL_NONE - Remove nothing
D3DCULL_FORCE_DWORD -- What the f___???
Does changing the cull mode cause any lag? doing it each frame?
Is there a better way?
I don't believe actually changing it has any lag but if you set it to none and something you render has lots of verts that would normally be Culled and not seen then it will slow it down cos those verts are getting processed, the display won't change cos they aren't seen anyway but they still to travel the distance where as normally the Culler would have stopped them. This is more so for large objects like say you have a high detail mesh of a person. Rendering in NONE will cause the thousand or so verts on the side facing away from the camera get processed but not drawn, or maybe drawn but then overwritten with the near side. This would cause a noticable effect but a simple cube or any mesh that you want all triangles visible for won't matter.
Re: Changing CULL Mode -- Cull Mode Types
Quote:
Originally posted by Halsafar
D3DCULL_CCW -- remove counter clock wise triangles?
D3DCULL_CW -- remove clockwise triangles?
D3DCULL_NONE - Remove nothing
D3DCULL_FORCE_DWORD -- What the f___???
Can it be different than any of the 4 modes above????
Why don't you look up things like this in the doc?
Quote:
Syntax:
Code:
typedef enum _D3DCULL {
D3DCULL_NONE = 1,
D3DCULL_CW = 2,
D3DCULL_CCW = 3,
D3DCULL_FORCE_DWORD = 0x7fffffff
} D3DCULL;
Constants:
D3DCULL_NONE
Do not cull back faces.
D3DCULL_CW
Cull back faces with clockwise vertices.
D3DCULL_CCW
Cull back faces with counterclockwise vertices.
D3DCULL_FORCE_DWORD
Forces this enumeration to compile to 32 bits in size. This value is not used.