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setFaceCulling not working for the renderer #10120

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3 of 12 tasks
boyravikumar opened this issue Nov 14, 2016 · 3 comments
Closed
3 of 12 tasks

setFaceCulling not working for the renderer #10120

boyravikumar opened this issue Nov 14, 2016 · 3 comments

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@boyravikumar
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boyravikumar commented Nov 14, 2016

(*** This section is for bug reports and feature requests only. This is NOT a help site. Do not ask help questions here. If you need help, please use stackoverflow. ***)

Description of the problem
Three.js version
  • Dev
  • r82
  • ...
Browser
  • All of them
  • Chrome
  • Firefox
  • Internet Explorer
OS
  • All of them
  • Windows
  • Linux
  • Android
  • IOS
Hardware Requirements (graphics card, VR Device, ...)
@takahirox
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takahirox commented Nov 15, 2016

Maybe because material.side overrides cull_face setting in rendering.

function setMaterial( material ) {
material.side === DoubleSide
? state.disable( _gl.CULL_FACE )
: state.enable( _gl.CULL_FACE );
state.setFlipSided( material.side === BackSide );
material.transparent === true
? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
: state.setBlending( NoBlending );
state.setDepthFunc( material.depthFunc );
state.setDepthTest( material.depthTest );
state.setDepthWrite( material.depthWrite );
state.setColorWrite( material.colorWrite );
state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
}

I'm wondering what WebGLRenderer.setFaceCulling() is for...

@Mugen87
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Mugen87 commented Jan 22, 2018

I would say we can remove WebGLRenderer.setFaceCulling().

@mrdoob @WestLangley What do you think about this issue?

@WestLangley
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It is OK to remove it. Users can directly call the methods it calls -- if they dare to do so...

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5 participants