The idea from the twilight zone of my mind: one mesh, two textures, gl_FrontFacing
in a fragment shader.
I’m not sure that this approach is efficient enough.
Anyway, here’s a working example
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The idea from the twilight zone of my mind: one mesh, two textures, gl_FrontFacing
in a fragment shader.
I’m not sure that this approach is efficient enough.
Anyway, here’s a working example