With HelixToolkit.SharpDX.WPF when setting the material on a MeshGeometryModel3D, it does not seem possible to set a 'BackMaterial' on such that both the front and back of the mesh use the same material, in the particular usage case of applying textures with a DiffuseMap and DiffuseColor.
In WPF 3D this is possible by setting the BackMaterial property. Is there something similar I can access but I am not aware of?
Ideally I don't want to have to duplicate the model and reverse the winding order of the triangles to achieve this.
You can use following sample code:
<hx:MeshGeometryModel3D
CullMode="Front"
FillMode="{Binding FillMode}"
Geometry="{Binding Model}"
InvertNormal="True"
Material="{Binding InnerModelMaterial}" />
<hx:MeshGeometryModel3D
CullMode="Back"
FillMode="{Binding FillMode}"
Geometry="{Binding Model}"
Material="{Binding ModelMaterial}" />