Fixed weird handling of one sided faces

This commit is contained in:
Anselme 2018-05-12 13:41:10 +02:00
parent 60db6f4bdb
commit ddf187d9f6

@ -185,8 +185,10 @@ void Mesh::draw(Shader* shader)
glStencilOp(GL_KEEP, GL_KEEP, GL_ZERO);
else
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
if(m_isDoubleSided)
if(m_isDoubleSided || m_positions2D.size() > 0)
glDisable(GL_CULL_FACE);
else
glEnable(GL_CULL_FACE);
if(m_material != NULL)
m_material->bindAttributes(shader);
glBindVertexArray(m_vao);
@ -219,8 +221,7 @@ void Mesh::draw(Shader* shader)
}
glBindVertexArray(0);
if(m_isDoubleSided)
glEnable(GL_CULL_FACE);
glDisable(GL_CULL_FACE);
}
void Mesh::destroyGL()