Wed Apr 17, 2019 1:52 pm
Run attached demo. From behind the model, the surface is completely dark, despite being lit directly with your flashlight.
Similar results with both OpenGL and latest vulkan2 commit.
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Wed Apr 17, 2019 2:06 pm
This one is somewhat tricky to solve because GZDoom renders some of its geometry backfacing - can't remember if its walls or flats. This means the fragment shader can't flip the normal vector using gl_FrontFacing.
Wed Apr 17, 2019 2:53 pm
It shouldn't. Aren't you confusing normal direction with vertex winding order?
Wed Apr 17, 2019 3:09 pm
I believe I once tried turn on backface culling (for the world, not models) and that created holes in in the map. The normal direction is of course correct for the world, so I suppose you could say the vertex winding order isn't consistent. It requires a renderpass change to change the winding order so we want to keep that at a minimum (right now the entire opaque scene is more or less done by a single pass).
Wed Apr 17, 2019 3:35 pm
The winding order is indeed not consistent. It's the opposide for floors and ceilings because the xy-mesh is the same for all planes in the same sector - and the same plane data can be used for rendering both.
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