.\" Generated by the Allegro makedoc utility .TH polygon_z_normal 3alleg4 "version 4.4.3" "Allegro" "Allegro manual" .SH NAME polygon_z_normal, polygon_z_normal_f \- Finds the Z component of the normal vector to three vertices. Allegro game programming library.\& .SH SYNOPSIS .B #include .sp .B fixed polygon_z_normal(const V3D *v1, const V3D *v2, const V3D *v3); .B float polygon_z_normal_f(const V3D_f *v1, const V3D_f *v2, const V3D_f *v3); .SH DESCRIPTION Finds the Z component of the normal vector to the specified three vertices (which must be part of a convex polygon). This is used mainly in back-face culling. The back-faces of closed polyhedra are never visible to the viewer, therefore they never need to be drawn. This can cull on average half the polygons from a scene. If the normal is negative the polygon can safely be culled. If it is zero, the polygon is perpendicular to the screen. However, this method of culling back-faces must only be used once the X and Y coordinates have been projected into screen space using persp_project() (or if an orthographic (isometric) projection is being used). Note that this function will fail if the three vertices are co-linear (they lie on the same line) in 3D space. .SH SEE ALSO .BR cross_product (3alleg4), .BR ex3d (3alleg4)