Double Render BackFace Culling and Front Face Culling

As I said, on a cube, it will always be one color, since it’s closed.


Instead of working with 2 materials, since you are defining a custom shader, you can work with gl_FrontFacing and set the material to backFaceCulling = false to make sure it renders both sides :

Screencast from 20-11-2024 13:27:39

As you can see it works on an open mesh (plane) but won’t work on a cube since any face is front facing, unless you go INSIDE the cube…

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