"maybe :) but then I ask myself why flipmesh doesn't automaticly invert the normals."
It does. That's the problem. He is inside a sphere which he is using as an atmosphere. It is transparent.
Imagine the sun is to the right of his planet.
He has two spheres. One, the planet, which is opaque. It is lit from the right side.
Then he has another, the atmosphere, slightly bigger, and semi transparent. Also lit from the right, with faces facing outwards.
When his ship enters the atmosphere, he flips the atmosphere sphere, so that he can see the atmosphere behind the planet.
But this also flips the normals. So now, the atmosphere is lit as if it is the inside side of a two sided sphere shell. Which it is. But that means that the light from the sun now falls on the atmosphere which is to the left in the image, and that on the right is in shadow, because those faces face away from the sun.
So he needs to flip the normals so they face the WRONG WAY to create the effect he wants to see.
An alternative to this Blitzed, would be to set the EntityFX flag which makes an entity two sided. This would make it so you don't need to flip the sphere when you enter it. It will always have two sides, and always be lit with the normals on the outside.
It does. That's the problem. He is inside a sphere which he is using as an atmosphere. It is transparent.
Imagine the sun is to the right of his planet.
He has two spheres. One, the planet, which is opaque. It is lit from the right side.
Then he has another, the atmosphere, slightly bigger, and semi transparent. Also lit from the right, with faces facing outwards.
When his ship enters the atmosphere, he flips the atmosphere sphere, so that he can see the atmosphere behind the planet.
But this also flips the normals. So now, the atmosphere is lit as if it is the inside side of a two sided sphere shell. Which it is. But that means that the light from the sun now falls on the atmosphere which is to the left in the image, and that on the right is in shadow, because those faces face away from the sun.
So he needs to flip the normals so they face the WRONG WAY to create the effect he wants to see.
An alternative to this Blitzed, would be to set the EntityFX flag which makes an entity two sided. This would make it so you don't need to flip the sphere when you enter it. It will always have two sides, and always be lit with the normals on the outside.