I’ve been playing around with mesh edit in game engine and noticed some unexpected behavior.
Polygons become invisible at specific angle (depends on how vertices been rearranged?) even though camera is looking at “top” side of polygon as shown in pictures.
On original mesh all polygons are triangles with normals pointing to z+ axis, I rearrange them into cube.
This only seem to happen then looking at the bottom of cube, not top.
Any ideas why this happens? Or how to fix it?
Note that changing vertex normals only affect shading, not which side of polygon is visible.
You can force an object to be visible by setting its visible property to True every frame, or by placing vertices very far apart so that the camera is always looking at part of its bounding box.
–> that is your problem. You moved the mesh outside of its original bounding box. The frustum culling is based on the original bounding box, not whatever you changed it to. Either you ensure you do not exceed the original bounding box or you refresh it.