openframeworks / openframeworks/openFrameworks
triangle winding order inconsistent between screen and fbo render targets
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- Dominant language
- C++
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Description
If I draw a backface-culled primitive straight to screen it seems that front-facing triangles are wound clockwise (glFrontFace(GL_CW) has neutral effect).
When i then draw the same scene inside an ofFbo, front faces seems to revert to OpenGL default, glFrontFace(GL_CCW) has neutral effect.
This could be because by default we're either z-flipping the screen or ofFbos, and might be related to #3353.
I'm noting this down as a reminder to investigate further.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
The issue names no files or tests. Start by reproducing backface culling for the same scene rendered directly to the screen and inside an ofFbo, then compare the reported winding and z-flip behavior, including the possible connection to issue #3353. Done means identifying why the winding differs and documenting or correcting the inconsistent behavior.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100