I'm dabbling around with Blender and PyPRP, trying to apply my usual trial-and-error learning style to it (with varying success). Now I've hit a problem that trial and error hasn't gotten me over: What's wrong with a mesh when back-face culling in Uru culls its front faces, and how do I fix it?
I've been partially following the Getting Started With Writing tutorial and arrived at what the top of this image shows:
Obviously the wrong faces are visible on the terrain here, but the lighting is right. This is with normals pointing outward. When I change the normals to point inward in Blender (Mesh > Normals > Recalculate Inside), I get the bottom half of the image: now the correct parts of the mesh are visible, but the lighting is backward: the ceiling of the tunnel is light, when it should be dark, and the rest of the surface appears very flat because it's facing away from the light source.
This seems to be an object-specific property, as the white rounded cube on which I'm standing seems to be lit and back-face-culled properly with outward-pointing normals. The terrain object was made from a single quad ("plane" I think Blender calls it) that was treated with a lot of subdivision, extrusion, and deletion and addition of edges and faces.
Does anyone of the Blender experts have a clue what's going on here?