Cull None, Cull Clockwise, Cull Counter-Clockwise

Usually, an application uses a consistent orientation for all graphics primitives. This orientation may be clockwise or counter-clockwise, depending on the order of vertices. This orientation determines the view normal of each primitive, and this normal determines whether the primitive is forward- or backward-face oriented with respect to the viewer or camera – typically backward-facing primitives are not rendered. Use of these override modes may help uncover errors in how you have defined the orientation of primitives in the scene.

Use the Cull Counter-Clockwise or Cull Clockwise override modes to remove the rasterization of all triangles oriented to the camera or turned away from the camera correspondingly. The culling mode applied to a geometry having an opposite orientation order of primitives reveals internal sides of that geometry because all front-faced primitives become invisible.

Use of the Cull None override mode usually has no visual effect but may decrease application performance because both visible and invisible primitives are rasterized. When using this override mode, the Intel® GPA application disables culling so all primitives are rendered, independent of whether they are clockwise or counter-clockwise-oriented.

NOTE

Certain games use a full-screen quadrangle with the render target texture to expose the frame. If you apply the Cull Clockwise state override to such games, certain triangles will not be written to the back buffer and you will see blinking of the screen. This is the result of swapping the front buffer with old content and the back buffer with cleared content (commonly referred to as a “Swap Chain”).

See Also

Override Modes Overview
Disable all overrides
Null Hardware

Disable Draw Calls
Wireframe
2×2 Texture
Simple Pixel Shader
1×1 Scissor Rect
Disable Texture Filtering
Disable Z-Test
Disable Z-Write

Disable Alpha Blending
Disable Alpha Test
Overdraw Visualization
FPS Limit

Cull None, Cull Clockwise, Cull Counter-Clockwise