March 2013
Intermediate to advanced
984 pages
26h 18m
English
As with any filled primitive in OpenGL, the order the vertices are issued determines the facedness of the primitive. Since we don’t issue the vertices directly in this case, but rather have the primitive generator do it on our behalf, we need to tell it the face winding of our primitives. In the layout directive, specify cw for clockwise vertex winding or ccw for counterclockwise vertex winding.