Unless you reverse the winding order of triangles, which would, as far as I understand it, require a new triangles array, applying negative scale to a mesh* should make the faces point in the opposite direction. That doesn't happen. Why?
- I haven't tried to figure out all possible cases, but I believe this is at least true if the scale isn't made negative in at least two axes. What alerted me to this in particular was working with some quads in a GUI. I wanted some buttons to look like other buttons, only flipped in one axis. I tried using the same mesh, only with a negative scale in one axis, to see if I could do it without having to use two mesh instances with different UVs. It worked, but it doesn't batch. I sent a bug report, because either it should batch, or it should be documented, why it doesn't batch. I'd just like to know the answer to this question, to have a better overall understanding of things, but also because it might help me with the batching issue at hand. My solution will be simpler if I can use a mesh with negative scale, but I won't do it if it won't batch.