BabylonJS - Back-Face Culling



Back-face culling determines whether a polygon of a graphical object is visible. Back-face culling determines whether or not a StandardMaterial is visible from its back side (from behind).

Demo

<!doctype html>
<html>
   <head>
      <meta charset = "utf-8">
      <title>BabylonJs - Basic Element-Creating Scene</title>
      <script src = "babylon.js"></script>
      <style>
         canvas {width: 100%; height: 100%;}
      </style>
   </head>

   <body>
      <canvas id = "renderCanvas"></canvas>
      <script type = "text/javascript">
         var canvas = document.getElementById("renderCanvas");
         var engine = new BABYLON.Engine(canvas, true);
         
         var createScene  = function() {
            var scene = new BABYLON.Scene(engine);
            
            var camera = new BABYLON.ArcRotateCamera("Camera", 1, 0.8, 10, new BABYLON.Vector3(0, 0, 0), scene);
            camera.attachControl(canvas, true);
            
            var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene);
            light.intensity = 0.7;	
            
            var materialforsphere = new BABYLON.StandardMaterial("texture1", scene);
            
            var sphere = BABYLON.Mesh.CreateSphere("Sphere1",20, 3.0, scene);
            sphere.material  = materialforsphere;
            materialforsphere.diffuseTexture = new BABYLON.Texture("images/rainbow.png", scene);
            
            materialforsphere.diffuseTexture.hasAlpha = true
            materialforsphere.backFaceCulling = false;
            return scene;
         };
         var scene = createScene();
         engine.runRenderLoop(function() {
            scene.render();
         });
      </script>
   </body>
</html>

Output

The above line of code generates the following output −

Back-face culling

In this demo, we have used an image called rainbow.png. The images are stored in images/ folder locally. You can download any image of your choice and use in the demo link.

babylonjs_materials.htm
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