Do the rotations always occur in a counter-clockwise fashion?
Staffbobcao3
The industry standard is using counter-clockwise on triangles and if the triangles actually displays in counter clockwise, then it is on the front. If it's the other way around, then it's a backface and should be removed to save performance
dbuer
Can we achieve the same memory efficiency as the next method by using pointers for vertices here?
I think this is how STL files store meshes
Do the rotations always occur in a counter-clockwise fashion?
The industry standard is using counter-clockwise on triangles and if the triangles actually displays in counter clockwise, then it is on the front. If it's the other way around, then it's a backface and should be removed to save performance
Can we achieve the same memory efficiency as the next method by using pointers for vertices here?