Defines codes for culling algorithms that determine which triangles not to
render when drawing triangle paths.

The terms POSITIVE and NEGATIVE refer to the
sign of a triangle's normal along the z-axis. The normal is a 3D vector
that is perpendicular to the surface of the triangle.

A triangle whose vertices 0, 1, and 2 are arranged in a clockwise order
has a positive normal value. That is, its normal points in a positive
z-axis direction, away from the current view point. When the
TriangleCulling.POSITIVE algorithm is used, triangles with
positive normals are not rendered. Another term for this is backface
culling.

A triangle whose vertices are arranged in a counter-clockwise order has
a negative normal value. That is, its normal points in a negative z-axis
direction, toward the current view point. When the
TriangleCulling.NEGATIVE algorithm is used, triangles with
negative normals will not be rendered.

Defines codes for culling algorithms that determine which triangles not to render when drawing triangle paths.

The terms

`POSITIVE`

and`NEGATIVE`

refer to the sign of a triangle's normal along the z-axis. The normal is a 3D vector that is perpendicular to the surface of the triangle.A triangle whose vertices 0, 1, and 2 are arranged in a clockwise order has a positive normal value. That is, its normal points in a positive z-axis direction, away from the current view point. When the

`TriangleCulling.POSITIVE`

algorithm is used, triangles with positive normals are not rendered. Another term for this is backface culling.A triangle whose vertices are arranged in a counter-clockwise order has a negative normal value. That is, its normal points in a negative z-axis direction, toward the current view point. When the

`TriangleCulling.NEGATIVE`

algorithm is used, triangles with negative normals will not be rendered.