I'm trying to create grass quads and have therefore disabled backface culling when rendering these quads. With each vertex normal set upwards ( 0.f, 1.f, 0.f ), all front faces are lit correctly, but backfaces are black. If I change the the Y normal to -1.f the backfaces light up and the front faces go black.
D3D11_RASTERIZER_DESC desc {};
desc.AntialiasedLineEnable = false;
desc.CullMode = D3D11_CULL_NONE;
desc.DepthBias = 0;
desc.DepthBiasClamp = 0.f;
desc.DepthClipEnable = true;
desc.FillMode = D3D11_FILL_SOLID;
desc.FrontCounterClockwise = false;
desc.MultisampleEnable = false;
desc.ScissorEnable = false;
desc.SlopeScaledDepthBias = 0.f;
I'm not so sure there's a problem here. Any ideas?