bukbukbukark

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.
bukbukbukark
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Nate

That is correct. For many runtimes it doesn't matter. Can you just disable back-face culling?
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Nate

Nate
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bukbukbukark

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)
bukbukbukark
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Nate

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? :D
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