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Try using glCullFace( GL_BACK );


In your code you seem to assume each face consists of 3 vertices aka. triangles which doesn't have to be the case. Blender tend to prefer exporting OBJ models using quads instead. The easiest way to fix this is to tell blender to convert all quads to triangles before exporting. Just tick off "Triangulate Faces" when you export. Though you do seem to also ...


I think you're missing a bind to your index buffer. It's been a while, but I believe binding the VertexArray only affects the vertex data, not the index data. If I remove the glBindBuffer(GL_ELEMEN_ARRAY_BUFFER...) from my code, i get a black screen. glBindVertexArray(VAO); **glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);** glDrawElements(GL_TRIANGLES, 6, ...


I had this same problem so I went to configure it manually. When I selected the Head transform in Unity to assign it to the Avatar, it told me that the Head bone wasn't a child of the Chest bone. I changed this in Blender and when I came back, Mecanim accepted it.


If you don't need any interaction thought the fence, I mean, by the gaps, I would use a simple transparent rectangle with a texture printed.


You don't see the back faces of a model because the model's faces are one sided. By default, for most applications, faces are one sided. Some programs (such as Sketchup) render faces double-sided by default (I use Sketchup frequently, and also have to regularly flip the surface normals before importing into Unity). I do not know about Blender, but I ...


If I understand correctly what you want to achieve, you are looking for the concept of "imposters". These are precisely 2D representations of 3D objects, used to decrease the geometric complexity of rendering the 3D environment. You can think of them pretty much as pictures of the 3D objects that are used as textures of 2D objects. The canonical reference ...


I found the answer, for some reason disabling "Update when offscreen" fixed the issue, no idea why.


Looks like you're using Blender. In Blender, make sure that the object has its rotation and scale applied to the mesh. In object mode, select the object, hit Ctrl + A, apply rotation and scale. While the mesh itself may look fine in Blender, the object that holds the mesh might be rotated or scaled. Blender will export the unscaled and unrotated mesh ...

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