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Ultralight bindings for Java
/*
* Ultralight Java - Java wrapper for the Ultralight web engine
* Copyright (C) 2020 - 2021 LabyMedia and contributors
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
package com.labymedia.ultralight.config;
import com.labymedia.ultralight.annotation.NativeType;
import java.lang.annotation.Native;
/**
* The winding order for front-facing triangles.
*
* In most 3D engines, there is the concept that triangles have a
* a "front" and a "back". All the front-facing triangles (eg, those
* that are facing the camera) are rendered, and all back-facing
* triangles are culled (ignored). The winding-order of the triangle's
* vertices is used to determine which side is front and back. You
* should tell Ultralight which winding-order your 3D engine uses.
*/
@NativeType("ultralight::FaceWinding")
public enum FaceWinding {
/**
* Clockwise Winding (Direct3D, etc.)
*/
@Native
CLOCKWISE,
/**
* Counter-Clockwise Winding (OpenGL, etc.)
*/
@Native
COUNTER_CLOCKWISE
}
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