We’re exporting our 3d assets using the gltf format. A specific mesh within each assets is named ‘Label’ and we target that mesh and apply a dynamic texture to it with live content. This dynamic textures displays inside out on the mesh which I find really weird. I checked the normals for the mesh and they faced outwards as I would expect. I found I can partially solve this issue by flipping the normals inside out, unfortunately this also means the textures displays upside down. I’m confused as to where in the pipeline this is breaking. Is it the blender exporter, is Babylon importing the gltf uv map incorrectly. I’m unsure, I was hoping perhaps someone would be aware of the issue and be able to point me in the right direction.