polygon_z_normal_f man page on DragonFly

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polygon_z_normal(3)		Allegro manual		   polygon_z_normal(3)

NAME
       polygon_z_normal,  polygon_z_normal_f  -	 Finds	the Z component of the
       normal vector to three vertices. Allegro game programming library.

SYNOPSIS
       #include <allegro.h>

       fixed polygon_z_normal(const V3D *v1, const V3D *v2, const V3D *v3);

       float polygon_z_normal_f(const V3D_f *v1, const V3D_f *v2, const	 V3D_f
       *v3);

DESCRIPTION
       Finds  the Z component of the normal vector to the specified three ver‐
       tices (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 perpendicu‐
       lar 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.

SEE ALSO
       cross_product(3), ex3d(3)

Allegro				 version 4.4.2		   polygon_z_normal(3)
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