Enum that specifies which faces of a mesh to cull during rendering.
const model = this.pluginSystem.findInterface(Editor.Model.IModel) as Editor.Model.IModel; const assetManager = model.project.assetManager; // Find a Material and configure face culling on its first pass const materials = assetManager.assets.filter(a => a.isOfType('Material')) as Editor.Assets.Material[]; if (materials.length === 0) return; const mat = materials[0]; const pass = mat.passInfos[0]; // Default: cull back faces (standard single-sided rendering) pass.cullMode = Editor.Assets.CullMode.Back; // Cull front faces instead (useful for inside-out effects) pass.cullMode = Editor.Assets.CullMode.Front; // Cull both faces (makes mesh invisible — used for shadow-only objects) pass.cullMode = Editor.Assets.CullMode.FrontAndBack; console.log(`"${mat.name}" final cullMode: FrontAndBack (${pass.cullMode})`); Copy
const model = this.pluginSystem.findInterface(Editor.Model.IModel) as Editor.Model.IModel; const assetManager = model.project.assetManager; // Find a Material and configure face culling on its first pass const materials = assetManager.assets.filter(a => a.isOfType('Material')) as Editor.Assets.Material[]; if (materials.length === 0) return; const mat = materials[0]; const pass = mat.passInfos[0]; // Default: cull back faces (standard single-sided rendering) pass.cullMode = Editor.Assets.CullMode.Back; // Cull front faces instead (useful for inside-out effects) pass.cullMode = Editor.Assets.CullMode.Front; // Cull both faces (makes mesh invisible — used for shadow-only objects) pass.cullMode = Editor.Assets.CullMode.FrontAndBack; console.log(`"${mat.name}" final cullMode: FrontAndBack (${pass.cullMode})`);
Cull the back face of a mesh.
Cull the front face of a mesh.
Cull both the fron and back face of a mesh.
Enum that specifies which faces of a mesh to cull during rendering.
Example