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Skeleton flipX flipY reverses winding order
Hello!
Unless I'm doing something wrong:
- In the generic C runtime,
- Have either flipX or flipY (not both) set in Skeleton
- Calculate vertices using RegionAttachment_computeVertices
- The winding order of the vertices will be anticlockwise
...If both flipX and flipY are set to the same thing, the winding order comes out clockwise.
That is correct. For many runtimes it doesn't matter. Can you just disable back-face culling?
Thanks Nate. I'm just reversing the winding order back again.
It seemed unintended behaviour to me, but if that's the way it's meant to be then no worries :0)
Well, when it doesn't matter reverse it would be a waste of effort. We could include something in the API to reverse it, maybe something like how Bone_setYDown works (a global setting to describe how the generic runtime should behave for a particular game toolkit). Want to do a github PR?