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MeshBuilder.SwapWindingOrder Property

Note

This property is available only when developing for Windows.

Reverses the triangle winding order of the specified mesh.

Namespace: Microsoft.Xna.Framework.Content.Pipeline.Graphics
Assembly: Microsoft.Xna.Framework.Content.Pipeline (in microsoft.xna.framework.content.pipeline.dll)

Syntax

public bool SwapWindingOrder { get; set; }

Property Value

Current value of the winding order.

Remarks

If enabled, the triangles of the finished mesh are in the opposite order that they were given to the mesh builder. For example, if the vertices of two triangles were given as 123 456, they would be changed to 321 654. This can be useful if the source data was constructed with back-face culling set to something other than what the destination game engine expects.

The winding order is swapped when FinishMesh is called. Therefore, it is not necessary to modify the indices returned by CreatePosition.

See Also

Reference

MeshBuilder Class
MeshBuilder Members
Microsoft.Xna.Framework.Content.Pipeline.Graphics Namespace

Platforms

Windows 7, Windows Vista, Windows XP