How to Enable Backface Culling in OpenGL to speed 3D model FPS ??
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             Contributed Library Questions 
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              3 years ago    
            
 
           
             I have been trying to work out how to do backface culling in p5. I'm using the objloader library to import geometry, so I would love tips/experience particularly from people who've worked with that library. Also this wiki page says that processing can do that internally, but doesn't tell how (
            http://wiki.processing.org/w/Backface_culling) any ideas?
            
            
The following snippet from the google code site looks like I should just be able to un-comment that section to enable backface culling within the library, but I can't get it to work.
            
            
I tried expanding the library's .JAR file, uncommenting the section and turning it back into a JAR file, but that still shows backfaces (you can see them when the faces are rendered with some transparency) and I haven't seen a change in the FPS.
            
I'm working to reduce the polys in the imported model (it's a simplified model of a city, so that takes awhile) and other methods of increasing FPS in an interactive 3D model could be useful.
 
           
 
            
           The following snippet from the google code site looks like I should just be able to un-comment that section to enable backface culling within the library, but I can't get it to work.
- // turn on backface culling
 - gl.glFrontFace(GL.GL_CCW);
 - gl.glPolygonMode(GL.GL_FRONT, GL.GL_FILL);
 - // gl.glPolygonMode(GL.GL_BACK, GL.GL_GLPOINTS);
 - // gl.glEnable(GL.GL_CULL_FACE);
 - // 
 - // gl.glCullFace(GL.GL_BACK);
 
I tried expanding the library's .JAR file, uncommenting the section and turning it back into a JAR file, but that still shows backfaces (you can see them when the faces are rendered with some transparency) and I haven't seen a change in the FPS.
I'm working to reduce the polys in the imported model (it's a simplified model of a city, so that takes awhile) and other methods of increasing FPS in an interactive 3D model could be useful.
 
              
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