vertex ordering for primitive shapes

Bernie Roehl ([email protected])
Fri, 20 Oct 1995 14:59:49 -0400


Chris Laurel writes:
> In this example, the vertexOrdering is set to CLOCKWISE before a
> Cylinder node is used . . . this is done because the intial camera
> position is inside tme cylinder. Is the assumption that a spec
> compliant browser will generate primitives with counterclockwise
> vertex ordering valid?

No.

Cylinders don't *have* vertices, therefore the vertex ordering does not
apply to them.

In fact, there's no guarantee that all renderers will tesselate the
cylinder at all; current ones do, but that's strictly a function of
the rendering technology being used.

-- 
   Bernie Roehl
   University of Waterloo Dept of Electrical and Computer Engineering
   Mail: [email protected]    Voice:  (519) 888-4567 x 2607 [work]
   URL: http://sunee.uwaterloo.ca/~broehl

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