Enabling back-face culling?
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SteveSegreto
- Posts: 32
- Joined: Sun Sep 12, 2010 10:25 am
Enabling back-face culling?
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?