Lecture 8: Geometry Processing (12)

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?

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