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To connect these points into a mesh, we need to generate a set of faces.
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The faces of a prallelepiped are parallelograms, which we can describe with `QuadFace`.
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Here we should be concious of the winding direction of faces.
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The faces of a parallelepiped are parallelograms, which we can describe with `QuadFace`.
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Here we should be conscious of the winding direction of faces.
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They are often used to determine the front vs the backside of a (2D) face.
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For example GeometryBasics normal generation and OpenGL's backface culling assume a counter-clockwise windig direction to correspond to a front-facing face.
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For example GeometryBasics normal generation and OpenGL's backface culling assume a counter-clockwise winding direction to correspond to a front-facing face.
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This means that if we look at a face from outside the shape, the positions referred to by that face should be ordered counter-clockwise.
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With that in mind the faces of our primitive become:
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