Is there a way to have a front and back face on a quad , so that if I rotate the Quad, I can have a back texture on it that differentiates it from the front?
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Posted 29 June 2014 - 05:33 PM
Edited by L. Spiro, 29 June 2014 - 05:34 PM.
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Posted 30 June 2014 - 09:57 AM
I use the 2nd suggested method with a slight twist, I have different vertices (duplicates) used for the back so they can have unique uvs, so a texture atlas can be used (no swapping of textures or shader branches).
As always there are many way to sink a cat (or skin, both are mean if you ask me.. did I just invent a new saying by accident... I hope so).
Posted 30 June 2014 - 03:14 PM
Or render 2 different quads at the same location, facing the opposite way to each other (you can even use the same vertices for each, and just wind the indices the opposite way).
coudn't he just switch the culling direction?