Enabling back-face culling?

SteveSegreto
Posts: 32
Joined: Sun Sep 12, 2010 10:25 am

Enabling back-face culling?

Post by SteveSegreto »

Hi I'm not sure if the btInternalEdgeUtility is the answer to this or not. I want the ghost object from character controller to not collide against triangles from a btBvhTriangleMeshShape rigid body. In other words I would like to enable back-face culling so that the collision system does not consider triangles that are back-facing to the ghost object, is this possible?