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2. Determining whether a polygon face is front-facing or back-facing.
I asked my students to write a note on how OpenGL determines whether
front- and back-facing. Essentially, Iwas inviting them to elaborate
on the following from my notes -- in turn copied from the Red Book:
"
Front- or back-facing depends on the sign of the polygon's area
computed in window coordinates. We can compute this area as:
a = \frac{1}{2} \sum_{i=0}^{n-1} x_i y_{i \oplus 1} - x_{i \oplus 1}
y_{i},
where $i \oplus 1 = (i+1) \mod n$ and where $x_i$ and $y_i$ are the
\emph{window} coordinates of the $i$th vertex of the $n$ vertex
polygon. $i \oplus 1 = (i+1) \mod n$ simply wraps around back to zero
at $i=n$, i.e. there is no $i=n$, so we go back to the first (zeroth
index) point.
If \verb|GL_CCW| has been specified, if $a>0$, the polygon is
considered to be front-facing; otherwise, it is back-facing.
"
Mostly, they gave answers based on the sign of the scalar product of
the viewing point and the normal to the face. Which seems reasonable;
unless OpenGL actually uses the former, and the former is easier to
compute.
Any suggestions?
TIA,
Jon C.
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