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Back-Face Culling

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Windows Embedded CE 6.0 R3

4/8/2010

Primitive culling is enabled by the D3DMRS_CULLMODE render state (see D3DMRENDERSTATETYPE). This render state accepts values from the D3DMCULL enumeration. The default value is D3DMCULL_CCW, which indicates counterclockwise culling. Untransformed vertices may be culled in model space, world space or in camera space. The culling states also apply to transformed vertices.

Culling is only applied to triangle primitives. When line and point primitives are drawn they are all passed through the transformation pipeline because there is no winding order with only one or two vertices.

See Also

Concepts

Transformation