I have InstancedBufferGeometry working in my scene. However, some of the instances are mirrors of the source, hence they have a negative scale to represent the geometry.
This flips the winding order of those instances and look wrong due to Back Face Culling (which I want to keep).
I'm fully aware of the limitations within this approach, but I was wondering if there was a way to tackle this that I may have not come across yet? Maybe some trick in the shader to specify which ones are front face and which are back face? I don't recall this being possible though...
Or should I be doing two separate loads? (Which will duplicate the draw calls) I'm loading a lot of different geometries (which are all instanced) so trying to make sure I get the best performance possible.
Thanks!
Ant
[EDIT: Added a little more detail]