Question on winding vertices

The Red Book seems to make a fairly big deal about keeping the winding consistent in the scene. What about something like a tree though? The polygons making up the leaves will be seen from both sides, so one of them is obviously going to violate the consistent winding rule. If it’s inevitable that polygons are going to be seen from both sides in the scene, is winding really an issue?

Also, I thought that polygons would not appear correctly lit when viewed from both sides because the normal would be wrong for the back side, but the polygons in my scene seem correctly, and identically lit from both sides. So, does it matter if the normal points away from the front or the back, as long as it’s perpendicular to the polygon itself? (All this is assuming flat polygons)

Winding is not an issue if you have set glPolygonMode to front and back and disable backface culling. When you do draw a back face with this method I think the card just negates the normal of the front facing side and uses that value for lighting calculations on the back side.

Thanks for the answer :slight_smile:

The Red Book doesn’t say anything about there being
performance hits for drawing both the front and back, but it would seem like there would be. Is drawing both the back and front commonly done? It obviously would have to be in the case of trees and other such items, I suppose.

Again, thanks.

[quote]Is drawing both the back and front commonly done?
[/quote]
Not unless it has to be visible from both sides. Enabling culling can in many cases cut the number of polygons rendered in half.