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The model pass draws without culling, so an open mesh shows its back faces — a dart's flight, a leaf — and those arrived with the front side's normal, pointing away from the viewer, and shaded as if unlit. A face whose normal points away from the viewer is now lit with it turned around. The test is geometric rather than [[front_facing]]: the pass sets no winding and assets arrive wound either way. Kernels rebuilt.
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Superseded by #1359, which carries this work linearised together with the rest of the headset rendering set. |
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Summary
The model pass draws without culling, so an open mesh shows its back faces: a dart's flight, a leaf, a sheet seen from behind. Those fragments arrived with the front side's normal, pointing away from the viewer, and shaded as if unlit — on a headset one wing of a dart's flight was dark while the next was lit. A face whose normal points away from the viewer is now lit with its normal turned around (
modelShader.metal, before the TBN is built so a normal map follows).The test is geometric (
dot(N, camera − position) < 0) rather than[[front_facing]]: the pass sets no winding, and assets arrive wound either way — a[[front_facing]]flip turned every face of the shading test scenes dark.Checklist
This project follows the Engineering Principles.