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This repository has been archived by the owner on Apr 24, 2020. It is now read-only.
Unless I am mistaken, it seems that the second triangle generated from a quad should be ACD, not ADC. If a quad's vertices are given as A B C D, the two triangles generated would be ABC and ACD, otherwise half of the triangles end up clockwise and the other half counter-clockwise and then face culling fails to work properly.
Hey there, inexperienced OpenGL newbie here. In my project, the objects i'm using (converted from blender .obj files to .h files using this script) are covered in a triangle checker pattern, where I half the checkered parts are completely transparent.
I can fix the problem by removing glEnable(GL_CULL_FACE);, but that seems incorrect.
Unless I am mistaken, it seems that the second triangle generated from a quad should be ACD, not ADC. If a quad's vertices are given as A B C D, the two triangles generated would be ABC and ACD, otherwise half of the triangles end up clockwise and the other half counter-clockwise and then face culling fails to work properly.
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