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Answered by
prideout
Jun 16, 2021
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It's like default OpenGL -- front faces are primitives that have counter-clockwise winding in screenspace. Additionally, we automatically flip the directionality when the determinant of the transform matrix is negative to support mirroring. |
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jwwalker
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It's like default OpenGL -- front faces are primitives that have counter-clockwise winding in screenspace. Additionally, we automatically flip the directionality when the determinant of the transform matrix is negative to support mirroring.