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PrimitiveMesh.flip_faces is compared to wrong cull mode #5060

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thesquaregroot opened this issue Jun 30, 2021 · 0 comments · Fixed by godotengine/godot#56292
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PrimitiveMesh.flip_faces is compared to wrong cull mode #5060

thesquaregroot opened this issue Jun 30, 2021 · 0 comments · Fixed by godotengine/godot#56292
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area:class reference Issues and PRs about the class reference, which should be addressed on the Godot engine repository bug

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@thesquaregroot
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thesquaregroot commented Jun 30, 2021

Your Godot version:
3.3.2.stable

Issue description:
In PrimitiveMesh, the description of flip_faces seems backwards to me. It mentions that if the flag is set the backside of the mesh is drawn, but then mentions this is the same as using SpatialMaterial.CULL_BACK. I believe this should say SpatialMaterial.CULL_FRONT instead, since the front is culled and the backfaces are drawn. That said, the description of CullMode is also strange, as it mentions backfaces specifically: "Which side of the object is not drawn when backfaces are rendered" -- perhaps that should just say "when faces are rendered"?

URL to the documentation page:
https://docs.godotengine.org/en/stable/classes/class_primitivemesh.html#class-primitivemesh-property-flip-faces
https://docs.godotengine.org/en/stable/classes/class_spatialmaterial.html#class-spatialmaterial-property-params-cull-mode

@Calinou Calinou added the area:class reference Issues and PRs about the class reference, which should be addressed on the Godot engine repository label Jun 30, 2021
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