Very plausible theoryHabeeb wrote:Try writing indexes in a reverse order (inverse the winding of triangles). Or maybe duplicate the first index to flip all normals.Protocol X27 wrote:Essentially the normals (faces?) are flipped.
Ok, so I doubled checked my index shifter script, and everything still works properly in there, so I don't think that's 'accidentally' flipping stuff in any way that it shouldn't be.
Suggestion 1: I could inverse the order, but I still struggle w/ how that buffer works even w/ a couple explanations I had. If I were to flip every 4 values would that do the trick?
Suggestion 2: Now when you say duplicate the first, do you mean the first of the original mesh? or first of the 2nd mesh that has been appended. I theoretically would be adding 1 index (2 bytes) after the first mesh, but before the 2nd mesh and then adjusting all lengths & offsets accordingly to accommodate the added value.