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NAME

       polygon_z_normal,  polygon_z_normal_f  -  Finds  the Z component of the
       normal vector to three vertices. Allegro game programming library.

SYNOPSIS

       #include <allegro.h>

       fixed polygon_z_normal(const V3D *v1, const V3D *v2, const V3D *v3);

       float polygon_z_normal_f(const V3D_f *v1, const V3D_f *v2, const  V3D_f
       *v3);

DESCRIPTION

       Finds  the  Z  component  of  the  normal vector to the specified three
       vertices (which must be part of a convex polygon). This is used  mainly
       in  back-face  culling.  The  back-faces  of closed polyhedra are never
       visible to the viewer, therefore they never need to be drawn. This  can
       cull  on  average  half  the  polygons  from  a scene. If the normal is
       negative the polygon can safely be culled. If it is zero,  the  polygon
       is perpendicular to the screen.

       However, this method of culling back-faces must only be used once the X
       and  Y  coordinates  have  been  projected  into  screen  space   using
       persp_project()  (or if an orthographic (isometric) projection is being
       used). Note that this function will fail if the three vertices are  co-
       linear (they lie on the same line) in 3D space.

SEE ALSO

       cross_product(3alleg), ex3d(3alleg)