I am a little confused by some things mentioned in the red book. It mentions in there that we have to draw shapes in a Counter-clockwise method if we want the current shape to count as a front face. I know that this is for lighting and for other stuff but what exactly is considered a front face?
I mean … you can look at it from both sides, right? How can you define which one is the front?
It also mentions in there that you have to draw shapes from back to front, so that you can disable depth testing and the shape can still appear all right. I guess disabling depth testing is for enabling Anti-aliasing with blending on, right? But how do you define back?
Say we got a square. How would you draw its 6 surfaces back to front? Draw surfaces with smaller Z first and then those with bigger Z?
Finally, what’s the best way to draw any kind of primitive? I mean what’s the best way to draw a rectangle for example? I can draw a rectangle with glBegin(GL_QUADS) or with (GL_TRIANGLES) e.t.c. Am I correct in assuming that the best way is the one that calls glVertex the least?
Phewww, I know I got a lot of question but they are piling up as I read the blue book, any help would be appreciated!