You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Visualizing the world space geometry or shading normals on the face-culled geometry of the DirectionalLight.gltf shows that they are pointing to the inside
(here: color = N * 0.5f + 0.5f;)
Also visualizing the front-face condition showed that this is actually the front-face so vertex winding and normal on front-face is consistent.
Consequently, switching the three materials to double-sided shows the expected normal orientation of the outside of the spheres:
This results in black rendering with a ray tracer because the inside of the sphere is hit and light is blocked by the face-culled geometry in front. Switching to double-sided materials produces the correct result.
The text was updated successfully, but these errors were encountered:
Visualizing the world space geometry or shading normals on the face-culled geometry of the DirectionalLight.gltf shows that they are pointing to the inside
(here: color = N * 0.5f + 0.5f;)
Also visualizing the front-face condition showed that this is actually the front-face so vertex winding and normal on front-face is consistent.
Consequently, switching the three materials to double-sided shows the expected normal orientation of the outside of the spheres:
This results in black rendering with a ray tracer because the inside of the sphere is hit and light is blocked by the face-culled geometry in front. Switching to double-sided materials produces the correct result.
The text was updated successfully, but these errors were encountered: