My work is software render and I use OpenGL for preview only, so sorry if my question is naive.
With cull=off I’ve some black (unlit) polygons and I realize it happens because they have reversed wind order and/or vertices normals. However “rebuild model” is an inconvenient and time-consuming solution for user, moreover often he rotates models and expects for rational preview for both sides of surface.
With software render it’s not a problem: first I adjust polygon normal to view direction, then I adjust vertices normals to polygon normal. But how to solve this in OpenGL? I’ve tried glMaterial and glColorMaterial with GL_FRONT_AND_BACK but it has no effect ;-(
So my question: is there a standard way to solve this prob or I should flip normal and wind myself anytime before pass them to OpenGL?