Godot Version
Godot 4
Question
Hi I’m creating two triangles like this:
var st = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
# Prepare attributes for add_vertex.
st.set_normal(Vector3(0, 0, 1))
st.set_uv(Vector2(0, 0))
# Call last for each vertex, adds the above attributes.
st.add_vertex(Vector3(-1, -1, 0))
st.set_normal(Vector3(0, 0, 1))
st.set_uv(Vector2(0, 1))
st.add_vertex(Vector3(-1, 1, 0))
st.set_normal(Vector3(0, 0, 1))
st.set_uv(Vector2(1, 1))
st.add_vertex(Vector3(1, 1, 0))
# Prepare attributes for add_vertex.
st.set_normal(Vector3(0, 0, 1))
st.set_uv(Vector2(0, 0))
# Call last for each vertex, adds the above attributes.
st.add_vertex(Vector3(-1, -1, 1))
st.set_normal(Vector3(0, 0, 1))
st.set_uv(Vector2(0, 1))
st.add_vertex(Vector3(-1, 1, 1))
st.set_normal(Vector3(0, 0, 1))
st.set_uv(Vector2(1, 1))
st.add_vertex(Vector3(1, 1, 1))
# Commit to a mesh.
var mesh = st.commit()
var meshInstance = MeshInstance3D.new();
meshInstance.mesh = mesh;
$"/root".add_child.call_deferred(meshInstance);
Creates this:
But I’d like for one of the triangles to be facing the opposite direction. I tried to switch normal of one of the triangles to -1 instead, but it just changed the shadow, not direction.
I have also tried to switch around add_vertex calls so that one of the triangles would be created in the other direction, but that didn’t work either.
I may be a bit stupid, but I couldn’t find anything in the documentation I’m new to doing stuff with meshes, so I don’t have any prior experience with it either.
I was hoping someone might know what I should do