/// <summary> /// Calculates the cross-product, but only of the Z component, /// because that's all we need in order to do backface culling. /// </summary> public static float CrossZ(ref Vector3ForCulling left, ref Vector3ForCulling right) { return (left.X * right.Y) - (left.Y * right.X); }
/// <summary> /// Calculates the cross-product, but only of the Z component, /// because that's all we need in order to do backface culling. /// </summary> public static float CrossZ(ref Vector3ForCulling left, ref Vector3ForCulling right) { return((left.X * right.Y) - (left.Y * right.X)); }