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openfl

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A fast, productive library for 2D cross-platform development.

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declare namespace openfl.display { /** * 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. */ export enum TriangleCulling { /** * Specifies culling of all triangles facing toward the current view point. */ NEGATIVE = "negative", /** * Specifies no culling. All triangles in the path are rendered. */ NONE = "none", /** * Specifies culling of all triangles facing away from the current view * point. This is also known as backface culling. */ POSITIVE = "positive" } } export default openfl.display.TriangleCulling;