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!
Discussion area about developing with Ogre2 branches (2.1, 2.2 and beyond)
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