I want to hand implement back-face culling, before passing the tris to the GPU. So I am trying to understand the algorithm. So Wikipedia says for back-face culling to use the first vertex in the triangle:
Does the vertex on the triangle chosen to create the view vector (the view vector in the Wikipedia picture is (V_0-P)
) matter for back-face culling though? Like is there potential edge cases when choosing the first vertex actually culls a visible triangle?
So another question, if it actually does matter, is there an optimal point somewhere in the triangle that will always cull face that are only not visible (could be a vertex, on the edge of the triangle, or in the interior)?