Culling is an important technique in 3D graphics. It is used to discard the faces that are not visible to the user. In an enclosed geometry, the faces pointing towards the camera hide the faces behind it, either partially or completely. These faces can be easily avoided during rendering by the culling technique. This is an easier way to speed up the performance in OpenGL ES graphics. There are two types of faces:
Culling can be enabled in OpenGL ES 3.0 using the glenable
API with GL_CULL_FACE
as state flag. By default, OpenGL ES 3.0 culls the back face. This can be changed using the glCullFace
API. Tap on the screen to switch between the front and back culling modes. This recipe will display the outside faces of the cube when back face...