# Irrlicht rendering basic OBJ

I have been trying to render a "room" with some basic functions and I found some "bugs".

So at first I have made a "room" out of 6 planes in blender and gave each of them a diffrent color.

Afterwards I rendered it using Irrlicht and here is the first resault :

But if I go around the room to see the other sides they start to dissapear:

At first, I though it may be due to the fact that i was "too close" or "too far" from the object, or that the object was "too small" but I have tested all those and got the same resault.

So I guess the problem comes from the way I import and load in the mesh, but I couldn't find a way to solve it.

Here is the code for importing the mesh / rendering it :

IAnimatedMesh* mesh2 = smgr->getMesh("Sky.obj");
ISceneNode* node2 = 0;

if(mesh2)
{
node2 = smgr->addOctreeSceneNode(mesh2->getMesh(0), 0, -1, 1024);
node2->setMaterialFlag(EMF_LIGHTING,false);
}


I would like to know why this happens and how to solve it.

This is most likely a normal problem. Since the planes in Blender are not connected (they're just standalone planes, i.e. not connected) Blender can't calculate the normals. You can check if this problem exists in Blender as well by selecting Backface culling in the properties panel in the 3d view (n key).
• It's Backface culling, not Textured Solid. (I have no idea what Textured Solid does.) Blender can't calculate normals because it doesn't know which direction you'll be looking at the planes; you can click the corner icon in the Mesh display section (Normals visualization) in the Properties panel to show your normals. To change your normals, select the plane you want to flip and select w menu > Flip Normals. – Forest Katsch Apr 30 '13 at 17:17