/** * Defines codes for culling algorithms that determine which triangles not to * render when drawing triangle paths. * *
The terms POSITIVE and NEGATIVE refer to the
* sign of a triangle's normal along the z-axis. The normal is a 3D vector
* that is perpendicular to the surface of the triangle.
A triangle whose vertices 0, 1, and 2 are arranged in a clockwise order
* has a positive normal value. That is, its normal points in a positive
* z-axis direction, away from the current view point. When the
* TriangleCulling.POSITIVE algorithm is used, triangles with
* positive normals are not rendered. Another term for this is backface
* culling.
A triangle whose vertices are arranged in a counter-clockwise order has
* a negative normal value. That is, its normal points in a negative z-axis
* direction, toward the current view point. When the
* TriangleCulling.NEGATIVE algorithm is used, triangles with
* negative normals will not be rendered.