I'm creating this mesh during runtime in Unity3D.
The mesh shape is ok, but as you can see on this screenshot, the mesh is not correctly rendered: it's only rendered when the camera is looking back at the mesh, but I don't want to rotate the mesh or modify the camera position.
I know I can create a simple shader to activate backface culling... But I don't need a custom shader. I want to understand what I do wrong.
All my normals are set to
normals[vert_idx] = -Vector3.forward; normals[vert_idx + 1] = -Vector3.forward; normals[vert_idx + 2] = -Vector3.forward; normals[vert_idx + 3] = -Vector3.forward;
Are normals the only things involved in this problem? Or should I look to triangles order, vertices order or something?