So i am working on this triangulated mesh, triangulated with an delaunay algorithm implementation:
My issue is now that the faces ‘face’ in different directions.
Here a view w/o wireframe from the top:
Here a view from the bottom:
The thing is: I am not creating normals with VertexData.ComputeNormals but by creating a buffer with 0.0, 1.0, 0.0 x the amount of vertices i have.
So i guess my normals are fine. I am wondering if it might have to do with the cw or ccw definition of the triangles in the indices buffer (this is the next thing i am gonna check). Even though i am wondering if cw/ccw triangles and normals may interfere somehow?
And i know i could use backfaceculling = true but that wouldn’t work when texturing i guess. And it is a hacky solution in my opinion.
Btw. Long time no see! I am very happy to work with Babylon.js again. Hope you all are doing well…
Greetings from Thuringia, Germany.