fix: regenerate all OBJ files with verified CCW winding + remove grid
- pyramid.obj: verified CCW via cross-product for all 6 faces - diamond.obj: verified CCW for all 8 octahedron faces - torus.obj: verified CCW — normal points outward from torus center - cone.obj: verified CCW for side faces (radial outward) and bottom (-Y) - Removed Grid entity — balls were falling through it (no physics) - Removed 'Grid' from castShadow exclusion list - All objects now render correctly with CULL_MODE_BACK
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@@ -276,18 +276,12 @@ class Program
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static void CreateScene(World world)
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{
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var grid = ProceduralMesh.CreateGrid(20, 1.0f, new Vector3(0.4f, 0.4f, 0.45f));
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// Floor
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world.Entity("Floor")
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.Set(new Transform(new Vector3(0, -0.5f, 0), Quaternion.Identity, new Vector3(20, 0.5f, 20)))
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.Set(LoadMesh("Content/cube.obj", new Vector3(0.3f, 0.3f, 0.35f)))
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.Set(RigidBody.StaticBox(new Vector3(20, 0.5f, 20)));
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world.Entity("Grid")
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.Set(new Transform(Vector3.Zero, Quaternion.Identity, Vector3.One))
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.Set(grid);
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// Central torus knot (floating, no physics)
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var torusKnot = LoadMesh("Content/torusknot.obj", new Vector3(0.9f, 0.7f, 0.3f));
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world.Entity("TorusKnot")
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