==== Backface Culling ==== by Bitbreaker/Oxyron/Nuance An easy way to find out if a face faces towards the viewer or away is to check whether the area covered by a face is positive (frontface) or negative (backface). This done by taking the first 3 vertices (already transformed into 2D) of that face and calculating the following: (v1.y - v0.y) * (v2.x - v1.x) - (v1.x - v0.x) * (v2.y - v1.y) If the result is positive, the face is visible and rendered, else it is discarded. ;calculate the signed area while copying the vertices into the vertexbuffer for drawing ldx faces+0,y lda vertices_x,x sta verticebuf_x+0 lda vertices_y,x sta verticebuf_y+0 ldx faces+1,y lda vertices_x,x sta verticebuf_x+1 sec sbc verticebuf_x+0 ;set up first factor sta z1_+1 eor #$ff sta z2_+1 lda vertices_y,x sta verticebuf_y+1 sec sbc verticebuf_y+0 ;set up second factor sta z3_+1 eor #$ff sta z4_+1 ldx faces+2,y lda vertices_x,x sta verticebuf_x+2 sec sbc verticebuf_x+1 ;multiplier 1 tay lda vertices_y,x sta verticebuf_y+2 sec sbc verticebuf_y+1 ;multiplier 2 tax z3_ lda tmath1,y sec z4_ sbc tmath2,y sec z1_ sbc tmath1,x clc z2_ adc tmath2,x ;skip if negative bmi + jsr drawface + Though things are fast, all this can be a bit unprecise when faces get small, so it is smart to let the filler test if x1 > x2 when drawing a line of a face and thus stopping filling if this happens, else you might end up in slight glitches. ==== Backface Culling - Alot faster method ==== by JackAsser / Booze Design Please see the attached PDF. {{:base:rotation_and_backface_culling_for_simple_demo.pdf|}}