Woha lots of replies I’ll try to address all:
- Quaternions - as people mentioned rotation is not the same as flipping, and the models are not symmetrical enough to make 180 rotation look right.
- Fix culling - despite not liking this option I tried this but lighting seems to be off, looks like it flip normals.
- Animation / skinning - there’s none it’s static models.
I think it’s best if I explained better what I’m doing since it’s a little weird. Imagine humanoid robot-like creatures that are made of replaceable parts. Every creature is a node tree with all the parts (head, neck, torso, left shoulder, left hand…) and node-based animations. Every node got a mesh attached to it that moves with the node. Now these models can change, left hand can be a cannon model and right hand a blade, and later these can also change. Art style is low poly so the parts don’t have to be smoothly connected.
Now my problem is this - if I make a cannon model that can be a hand, for example, I want to flip it when it’s on the left hand side (right being the default), and duplicating all parts for left / right seems wasteful.
So now that you have all the info, sounds to me like vertex shared is the best approach right? Or would you recommend maybe doing the flip at the model level but in code rather than duplicating the files (ie for every part I load to create a clone model and flip it’s geometry). What would be easier?