Imagine you create a sphere. If you go inside that sphere, and backface culling is enabled, which it normally is, then you will see the outside world. You cannot see the triangles from the "back" side.
You want backface culling on, because it reduces overdraw. IE, drawing stuff over the same pixel multiple times. Overdraw eats fill rate. Fill rate is how many pixels you can draw per second.
Incidentally, if you disable backface culling, the textures on the inside will be the same as the outside, but backwards, and all the lighting will be inverted, so what you think should be lit won't be, and vice versa. You'll see the light that falls on the outside of the sphere, not the inside.
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