I'm wondering if there is anything to watch out for when normal mapping a double sided polygon, like for palm tree leaves, cloth, or something like that. Are there any special considerations when baking and working with double sided polygons or is it pretty straight forward?
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I think you might be better off making back to back polygons especially if you lightmap an object. That way the polygons in shadow get real shadows provided they have unique lightmap UVs.
You can also have unique sides on the texture if you can afford it, bottom sides of leaves usually look different than the tops.
I think by default most engines backface cull automatically so it's not really adding as much overhead as double sided rendering, though I might be wrong about that.
I think I will probably just manually flip the polygons, like EQ & Ben suggested, that seams to be the smartest way of going about it because if back face culling is turned on then there is no way your going to see the other side and you wont get any z-buffer issues either. Also eliminates the possibility of having shader hiccups because of the way the engine is handling things.
Where side is the shader semantic for front/backface. Works perfectly in all my tests.