In counter-clockwise order. Consider a triangle facing the camera: A |\ | \ | \ B---C A->B->C would be front facing (counter-clockwise order), A->C->B would be rear-facing (clockwise order). You can change which way OpenGL considers "front facing" via glFrontFace(): The projection of a polygon to window coordinates is said to have clockwise winding if an imaginary object following the path from its first vertex, its second vertex, and so on, to its last vertex, and finally back to its first vertex, moves in a clockwise direction about the interior of the polygon.
The polygon's winding is said to be counterclockwise if the imaginary object following the same path moves in a counterclockwise direction about the interior of the polygon. GlFrontFace specifies whether polygons with clockwise winding in window coordinates, or counterclockwise winding in window coordinates, are taken to be front-facing. Passing GL_CCW to mode selects counterclockwise polygons as front-facing; GL_CW selects clockwise polygons as front-facing.
By default, counterclockwise polygons are taken to be front-facing. For ordering your vertices, consider an ideal cube: 6---7 /| /| 2---3 | | 4-|-5 |/ |/ 0---1 For each face mentally rotate it to face the camera (your mind's eye): Sides: 2---3 3---7 7---6 6---2 | | | | | | | | | | | | | | | | 0---1 1---5 5---4 4---0 Bottom/Top 0---1 6---7 | | | | | | | | 4---5 2---3 Then you can just visually read off the quads or triangle pairs in the right counter-clockwise order: 2---3 3 2---3 | | becomes /| and | / | | / | |/ 0---1 0---1 0 Triangles 0-1-3 and 0-3-2 Quad 0-1-3-2.
– ultifinitus Nov 15 '11 at 20:06 @ultifinitus: No. – Nicol Bolas Nov 15 '11 at 20:08 1 Fantastic, thank you. – ultifinitus Nov 15 '11 at 20:38 @ultifinitus: No problem.
Good luck! – genpfault Nov 15 '11 at 20:42 2 +1 for the awesome ascii art :p – Bethor Nov 15 '117 at 9:08.
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