0

I feel really stupid asking this, but I can't seem to find any way to figure this out.

I was having issues with my render pass in Vulkan and eventually tracked it to the winding (clockwise vs counterclockwise).

After having slapped my forehead far too hard, I then tried to figure out what the windings of the triangles were in the RenderDoc MeshViewer so that I wouldn't screw this up again.

This is such a fundamental thing that I'm clearly missing the obvious. I have Googled and searched the docs, but the only thing I found was something on the programmatic interface, and nothing in the GUI itself.

Thanks for the help.

  • Just look at the _output_ (since the winding isn't a property of the triangle, but of the 2D _projection_ of the triangle, so all transformations / operations applied in the shaders will matter). You can easily click through 3 vertices of a triangle in the output, and see where the vertex lights up (enable "highlight vertex"). – derhass May 10 '21 at 14:09
  • Thanks, @zezanjee, that's exactly what I needed to know. But why didn't you actually answer the question rather than make a comment? – Andrew Lentvorski May 11 '21 at 04:57
  • @AndrewLentvorski I tend to make a comment when the answer is too short even though I shouldn't. I added the answer now. – mateeeeeee May 11 '21 at 11:14

1 Answers1

1

It's in PipelineState->Rasterizer->RasterizerState->Front CCW.

mateeeeeee
  • 885
  • 1
  • 6
  • 15