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Since we operate in screen space where y points down we need to reverse what is considered clock wise and what is considered counter clockwise. The rasterizer always expects triangles with a consistent winding order thus swap 2 vertices if necessary to reverse the winding before passing the triangle on to the rasterization stage. |
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| .. | ||
| CMakeLists.txt | ||
| Common.h | ||
| main.cpp | ||
| Mesh.cpp | ||
| Mesh.h | ||
| MeshLoader.h | ||
| WavefrontOBJLoader.cpp | ||
| WavefrontOBJLoader.h | ||