Problem rendering normals - Polys flipping around

Does anyone know what may cause the normals to dance around like this. I am exporting from 3dsmax Babylon exporter. On export preview, it looks fine, but when in-game I get this weird effect. I am using it in an AR engine which applies a matrix to the camera. Would that be the problem?

This is all I’m using to init the BabylonJS engine.

this.canvas_draw = document.getElementById(“canvas”) as HTMLCanvasElement;

        this.engine = new BABYLON.Engine(this.canvas_draw, true, {

            preserveDrawingBuffer: true,

            stencil: true

        });

        this.scene = new BABYLON.Scene(this.engine);

        this.scene.clearColor = new BABYLON.Color4(0, 0, 0, 0);

        this.scene.useRightHandedSystem = true;

        this.camera = new BABYLON.Camera('camera1', new BABYLON.Vector3(0, 0, 0), this.scene);

From the Augmented Reality framework I am getting these large negative numbers for the model position. {X: -193.94737243652344 Y:-280.5195007324219 Z:-845.7993774414062}

Would scale cause a problem?

Solution! I thought it had something to do with the camera. I was setting the camera matrix with a bad matrix data. I commented out the line below.

this.camera.freezeProjectionMatrix(matrix);

Fixed the renderer problem. I will have to figure out what is wrong with the matrix later.