@@ -34,8 +34,8 @@
return;
}
- // Culling
- engine.setState(material.backFaceCulling);
+ // Culling and reverse (right handed system)
+ engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
// Managing instances
var batch = mesh._getInstancesRenderList(subMesh._id);