I'm writing an app in OpenGL ES 1.1. I'm rendering a textured sphere around the viewer, i.e. the eye viewpoint is in the centre of the sphere. Because I don't need any lighting effects, there's no need at present to have surface normals for each vertex. However, I'd need those to turn on backface culling. Is there any benefit in turning on backface culling though? Because my eye is at the centre of the sphere, any faces that got culled (i.e. behind the eye) would be dealt with by the near z plane clipping anyway.
So would adding surface normals and turning on backface culling get me any performance benefit, in this situation?
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