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README.md

geometry.flip

Wind the primitives a mask picks the other way round: each reads its vertices from the first, then backwards, so a triangle (a, b, c) becomes (a, c, b) and its normal turns over. Vertex attributes travel with their vertices; points are left as they are, so a point normal N is not turned.

Inputs

  • geometry (Geometry). The geometry whose primitives are turned over.
  • mask (Value, default 1). A column or field over the primitives: a primitive is turned over where the value is not 0. The default turns every primitive over.

Outputs

  • geometry (Geometry). The geometry with the picked primitives rewound.
local inside = g.geometry.flip({ geometry = g.mesh.sphere({}) })