diff --git a/stepmania/src/DancingCharacters.cpp b/stepmania/src/DancingCharacters.cpp index 0a8ea43a09..688499e873 100644 --- a/stepmania/src/DancingCharacters.cpp +++ b/stepmania/src/DancingCharacters.cpp @@ -155,6 +155,7 @@ DancingCharacters::DancingCharacters() m_Character[p].LoadMilkshapeAsciiBones( "rest", pChar->GetRestAnimationPath() ); m_Character[p].LoadMilkshapeAsciiBones( "warmup", pChar->GetWarmUpAnimationPath() ); m_Character[p].LoadMilkshapeAsciiBones( "dance", pChar->GetDanceAnimationPath() ); + m_Character[p].SetCullMode( CULL_NONE ); // many of the DDR PC character models have the vertex order flipped } } diff --git a/stepmania/src/ScreenHowToPlay.cpp b/stepmania/src/ScreenHowToPlay.cpp index c340dfee0f..b8a44e7fbe 100644 --- a/stepmania/src/ScreenHowToPlay.cpp +++ b/stepmania/src/ScreenHowToPlay.cpp @@ -127,6 +127,7 @@ ScreenHowToPlay::ScreenHowToPlay( CString sName ) : ScreenAttract( sName ) m_pmCharacter->m_bRevertToDefaultAnimation = true; // Stay bouncing after a step has finished animating. m_pmCharacter->SetRotationX( 40 ); + m_pmCharacter->SetCullMode( CULL_NONE ); // many of the DDR PC character models have the vertex order flipped m_pmCharacter->Command( CHARACTERONCOMMAND ); } }