When I distort the geometry of an existing mesh inside a vertex shader, backface culling starts to behave unexpectedly. (My intention: Later, I want to create a complex terrain in my vertex shader instead of doing it on the slow CPU).
See https://playground.babylonjs.com/#89WBI2#1
Scroll down in the source code until you find the line where backface culling is disabled. Enable it and you’ll see what I mean…
What do I need to do to fix this?