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@@ -732,7 +732,6 @@ var BABYLON;
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}
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// Apply geometry
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geometry.setAllVerticesData(vertexData, false);
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- newMesh.flipFaces(true);
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newMesh.computeWorldMatrix(true);
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// Apply submeshes
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newMesh.subMeshes = [];
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@@ -1274,6 +1273,7 @@ var BABYLON;
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shaderMaterial.id = mat;
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shaderMaterial.onError = onShaderCompileError(program, shaderMaterial);
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shaderMaterial.onCompiled = onShaderCompileSuccess(gltfRuntime, shaderMaterial, technique, material, unTreatedUniforms);
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+ shaderMaterial.sideOrientation = BABYLON.Material.CounterClockWiseSideOrientation;
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if (states.functions) {
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var functions = states.functions;
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if (functions.cullFace && functions.cullFace[0] !== BABYLON.ECullingType.BACK) {
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@@ -1372,6 +1372,7 @@ var BABYLON;
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* Import meshes
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*/
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GLTFFileLoader.prototype.importMesh = function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons) {
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+ scene.useRightHandedSystem = true;
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var parsedData = JSON.parse(data);
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var gltfRuntime = this._createGlTFRuntime(parsedData, scene, rootUrl);
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gltfRuntime.importOnlyMeshes = true;
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@@ -1411,6 +1412,7 @@ var BABYLON;
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* Load scene
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*/
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GLTFFileLoader.prototype.load = function (scene, data, rootUrl) {
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+ scene.useRightHandedSystem = true;
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var parsedData = JSON.parse(data);
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var gltfRuntime = this._createGlTFRuntime(parsedData, scene, rootUrl);
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// Create nodes
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