freetoplay Posted May 4, 2018 Share Posted May 4, 2018 I tested a gltf model in the babylon sandbox that does not appear to be rendering double sided mesh (it's poking holes in the mesh). Is there a way to get around this issue? Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted May 4, 2018 Share Posted May 4, 2018 You can duplicate your indices and reverse the order then update the vertexData or maybe disable backface culling mat.backFaceCulling = false; Quote Link to comment Share on other sites More sharing options...
freetoplay Posted May 5, 2018 Author Share Posted May 5, 2018 Disabling backface culling closes the holes inside of the mesh, but I still have an issue with random holes outside of the mesh, does anyone know of a possible solution for this? Quote Link to comment Share on other sites More sharing options...
Guest Posted May 10, 2018 Share Posted May 10, 2018 The best option remains to set the glTF object's material to two-sided lightning mode Quote Link to comment Share on other sites More sharing options...
Guest Posted May 10, 2018 Share Posted May 10, 2018 (or get the mesh material and set mesh.material.twoSidedLighting = true) Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted May 11, 2018 Share Posted May 11, 2018 20 hours ago, Deltakosh said: (or get the mesh material and set mesh.material.twoSidedLighting = true) Side question, might this be good for semi-transparent closed bodies (like a cube), or is face ordering the only way out? Quote Link to comment Share on other sites More sharing options...
Guest Posted May 11, 2018 Share Posted May 11, 2018 Unfortunately face ordering is still the best option (or using alpha premultiplied as well): http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#things-to-do-and-not-to-do Quote Link to comment Share on other sites More sharing options...
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