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Can we use negative scale for "mirroring" effect?

Posted: Mon Feb 18, 2019 1:13 pm
by rujialiu

Back to the time we were using Ogre 1.x, we had some codes to set negative scales to some scene nodes to get a mirroed object. But later, after upgrading to Ogre 2.0, it doesn't work anymore because triangle winding and normals are inverted. We then developed a workaround to dynamically download the mesh from GPU, manually mirror the mesh and then upload it again (under and different name like "mesh001-mirrored"). It works fine (of course), but now I'd like to know whether there are simpler solutions.... thanks!