Hello everyone,

I am doing a graphics app in C# for a school asignment.
I have to make some geometric 3D figures spin around, translate and scale, not too much of a deal, i guess.
But there is an issue i do not know to solve:
When switching from 'wireframe' to 'solid', what would be a basic algorithm to render surfaces of an object? In a cube, for example, what surfaces are visible, and what surfaces are not?
Thank you.

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When switching from 'wireframe' to 'solid', what would be a basic algorithm to render surfaces of an object? In a cube, for example, what surfaces are visible, and what surfaces are not?

You're talking about back-face culling. One way to do this: Don't draw surfaces that have a normal vector that points away from the camera position.

commented: He gave me a mathematically sound answer. +1

Thanks! Will try it !

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