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This question was closed Apr 11, 2014 at 07:30 AM by Benproductions1 for the following reason:

The question is answered in the comments

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Question by Mathias_Bras · Apr 10, 2014 at 12:50 AM · meshnormals

Procedural Mesh Display Ignoring Normals?

I have a simple procedural mesh that I am generating. It is a 2d polygon where the 3rd point in all of triangles is the center of the polygon (think of a pizza).

I have a prefab with a mesh filter and renderer.

I instantiate from the prefab at runtime and assign my mesh to it.

The problem is, in my scene I always have to to rotate my object 180 degrees to make it visible (this essentially flips it over).

I thought to myself that all I would need to do is change the direction of my normals on the mesh and it should display.

Unfortunately that is not the case. I have verified my normals are in fact changing during my tests, however regardless of what I set them to (up, down, etc.) I always have to rotate my object to get it to display.

There must be something about normals, meshes and graphics I am not understanding.

Anyone have any ideas? I can provide additional information if that would help.

Thanks!

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avatar image Benproductions1 · Apr 10, 2014 at 10:53 AM 0
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The normals of the vertices do not dictate the direction of the faces rastorized. The order of the vertices is what deter$$anonymous$$es the "direction" of the face they create.

avatar image Mathias_Bras · Apr 10, 2014 at 01:40 PM 0
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Ah, so that explains it then. If I reverse the order of my vertices to be counter clockwise that should achieve what I want without having to rotate my object.

Thanks!

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