I have not produced a reduced example using the playground as I can not yet load a GLB file from GitHub on the playground. The GLB file has multiple meshes. Some of these I have rotated and when given the same material as the other meshes, seems to have some strange inverse lighting / shading. Any thoughts on what could be going on here?
let grey_material: StandardMaterial
function grey_out (mesh: AbstractMesh)
{
if (!grey_material)
{
grey_material = new StandardMaterial("grey_material", mesh.getScene())
grey_material.diffuseColor = Color3.Gray()
grey_material.backFaceCulling = false
grey_material.specularColor = Color3.Gray()
}
mesh.material = grey_material
mesh.getChildMeshes().forEach(mesh => mesh.material = grey_material)
}
Hi.i think you have problems with mesh normals direction after rotate mesh and dont flip normals. Simplest way invert mesh with scale -1 and dont rotate this meshes or you can use backFaceCulling = true but you doubled your meshes and drop performance