Greetings, Scratcher Just move your mouse around to see back-face culling in all of its glory. After multible failed attempts, I finally managed to make working back-face culling. It could probably be optimised quite a bit, but I'm just happy that it works! This method of checking to see if the triangles' projected vertices were clockwise or not was much, much easier to implement then the normal surface normal method.
All code by me, @CasTur Method from https://learnopengl.com/Advanced-OpenGL/Face-culling