Controlling which side of a custom face geometry gets rendered? Normals?

The winding order determines which side is considered the front. The material.side property determines which side(s) are drawn, relative to that definition of “front.” Vertex normals are used by three.js in the shaders, e.g. for lighting, but the WebGL API is not aware of vertex normals and does not use them when deciding which triangles to render or cull.

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