I was talking with someone today about using double-sided polygons in games, and he tells me that it's possible to give different mapping coordinates and textures to each side of a polygon. For example, you could have a rectangular plane with, say, an American flag texture painted on the 'normal' side, and on the reverse side you could map to a different, unique texture - a Canadian flag for instance. The end result would be a single plane (two triangles) which shows an American flag if viewed from the front and a Canadian flag when seen from the back.
Is this possible? If so, in what games/engines?
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anything else is just software workarounds that create the backside tris as needed, which imo is perfectly fine. based on my opengl experience
Now you could pass the camera co-ords to whatever shader you were applying any use that to decide which texture to render depending on which side faces the camera. I coded something similar in dx8. A shader that when applied would show the textured tri when perpendicular to the camera but would fade to 100% transparancy when paralell to the camera viewplane (to make tree branch polys fade out nicely as you ceased to face them.)
So, in raw dx8+ you can do thins, but I don't know how heavy the shader actualy was as I didn't know how to check those things at the time.