diff --git a/Source/Engine/Graphics/Mesh.cs b/Source/Engine/Graphics/Mesh.cs
index 22579eb07..f96b4ce63 100644
--- a/Source/Engine/Graphics/Mesh.cs
+++ b/Source/Engine/Graphics/Mesh.cs
@@ -117,7 +117,7 @@ namespace FlaxEngine
/// Mesh data will be cached and uploaded to the GPU with a delay.
///
/// The mesh vertices positions. Cannot be null.
- /// The mesh index buffer (triangles). Uses 32-bit stride buffer. Cannot be null.
+ /// The mesh index buffer (clockwise triangles). Uses 32-bit stride buffer. Cannot be null.
/// The normal vectors (per vertex).
/// The normal vectors (per vertex). Use null to compute them from normal vectors.
/// The texture coordinates (per vertex).
@@ -163,7 +163,7 @@ namespace FlaxEngine
/// Mesh data will be cached and uploaded to the GPU with a delay.
///
/// The mesh vertices positions. Cannot be null.
- /// The mesh index buffer (triangles). Uses 32-bit stride buffer. Cannot be null.
+ /// The mesh index buffer (clockwise triangles). Uses 32-bit stride buffer. Cannot be null.
/// The normal vectors (per vertex).
/// The normal vectors (per vertex). Use null to compute them from normal vectors.
/// The texture coordinates (per vertex).
@@ -210,7 +210,7 @@ namespace FlaxEngine
/// Mesh data will be cached and uploaded to the GPU with a delay.
///
/// The mesh vertices positions. Cannot be null.
- /// The mesh index buffer (triangles). Uses 16-bit stride buffer. Cannot be null.
+ /// The mesh index buffer (clockwise triangles). Uses 16-bit stride buffer. Cannot be null.
/// The normal vectors (per vertex).
/// The tangent vectors (per vertex). Use null to compute them from normal vectors.
/// The texture coordinates (per vertex).
@@ -257,7 +257,7 @@ namespace FlaxEngine
/// Mesh data will be cached and uploaded to the GPU with a delay.
///
/// The mesh vertices positions. Cannot be null.
- /// The mesh index buffer (triangles). Uses 16-bit stride buffer. Cannot be null.
+ /// The mesh index buffer (clockwise triangles). Uses 16-bit stride buffer. Cannot be null.
/// The normal vectors (per vertex).
/// The tangent vectors (per vertex). Use null to compute them from normal vectors.
/// The texture coordinates (per vertex).
diff --git a/Source/Engine/Graphics/Models/Mesh.h b/Source/Engine/Graphics/Models/Mesh.h
index c8311a1f3..33e21aa5f 100644
--- a/Source/Engine/Graphics/Models/Mesh.h
+++ b/Source/Engine/Graphics/Models/Mesh.h
@@ -216,7 +216,7 @@ public:
/// The first vertex buffer data.
/// The second vertex buffer data.
/// The third vertex buffer data.
- /// The index buffer.
+ /// The index buffer in clockwise order.
/// True if failed, otherwise false.
FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0ElementType* vb0, VB1ElementType* vb1, VB2ElementType* vb2, int32* ib)
{
@@ -231,7 +231,7 @@ public:
/// The first vertex buffer data.
/// The second vertex buffer data.
/// The third vertex buffer data.
- /// The index buffer.
+ /// The index buffer in clockwise order.
/// True if failed, otherwise false.
FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0ElementType* vb0, VB1ElementType* vb1, VB2ElementType* vb2, uint16* ib)
{
@@ -246,7 +246,7 @@ public:
/// The first vertex buffer data.
/// The second vertex buffer data.
/// The third vertex buffer data.
- /// The index buffer.
+ /// The index buffer in clockwise order.
/// True if index buffer uses 16-bit index buffer, otherwise 32-bit.
/// True if failed, otherwise false.
bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0ElementType* vb0, VB1ElementType* vb1, VB2ElementType* vb2, void* ib, bool use16BitIndices);
diff --git a/Source/Engine/Graphics/Models/SkinnedMesh.h b/Source/Engine/Graphics/Models/SkinnedMesh.h
index 2c168980b..bbdf38014 100644
--- a/Source/Engine/Graphics/Models/SkinnedMesh.h
+++ b/Source/Engine/Graphics/Models/SkinnedMesh.h
@@ -163,7 +163,7 @@ public:
/// The amount of vertices in the vertex buffer.
/// The amount of triangles in the index buffer.
/// The vertex buffer data.
- /// The index buffer.
+ /// The index buffer in clockwise order.
/// True if failed, otherwise false.
FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0SkinnedElementType* vb, int32* ib)
{
@@ -176,7 +176,7 @@ public:
/// The amount of vertices in the vertex buffer.
/// The amount of triangles in the index buffer.
/// The vertex buffer data.
- /// The index buffer.
+ /// The index buffer, clockwise order.
/// True if failed, otherwise false.
FORCE_INLINE bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0SkinnedElementType* vb, uint16* ib)
{
@@ -189,7 +189,7 @@ public:
/// The amount of vertices in the vertex buffer.
/// The amount of triangles in the index buffer.
/// The vertex buffer data.
- /// The index buffer.
+ /// The index buffer in clockwise order.
/// True if index buffer uses 16-bit index buffer, otherwise 32-bit.
/// True if failed, otherwise false.
bool UpdateMesh(uint32 vertexCount, uint32 triangleCount, VB0SkinnedElementType* vb, void* ib, bool use16BitIndices);
diff --git a/Source/Engine/Graphics/SkinnedMesh.cs b/Source/Engine/Graphics/SkinnedMesh.cs
index e8e0d8353..ea4cf283e 100644
--- a/Source/Engine/Graphics/SkinnedMesh.cs
+++ b/Source/Engine/Graphics/SkinnedMesh.cs
@@ -104,7 +104,7 @@ namespace FlaxEngine
/// Mesh data will be cached and uploaded to the GPU with a delay.
///
/// The mesh vertices positions. Cannot be null.
- /// The mesh index buffer (triangles). Uses 32-bit stride buffer. Cannot be null.
+ /// The mesh index buffer (clockwise triangles). Uses 32-bit stride buffer. Cannot be null.
/// The skinned mesh blend indices buffer. Contains indices of the skeleton bones (up to 4 bones per vertex) to use for vertex position blending. Cannot be null.
/// The skinned mesh blend weights buffer (normalized). Contains weights per blend bone (up to 4 bones per vertex) of the skeleton bones to mix for vertex position blending. Cannot be null.
/// The normal vectors (per vertex).
@@ -140,7 +140,7 @@ namespace FlaxEngine
/// Mesh data will be cached and uploaded to the GPU with a delay.
///
/// The mesh vertices positions. Cannot be null.
- /// The mesh index buffer (triangles). Uses 16-bit stride buffer. Cannot be null.
+ /// The mesh index buffer (clockwise triangles). Uses 16-bit stride buffer. Cannot be null.
/// The skinned mesh blend indices buffer. Contains indices of the skeleton bones (up to 4 bones per vertex) to use for vertex position blending. Cannot be null.
/// The skinned mesh blend weights buffer (normalized). Contains weights per blend bone (up to 4 bones per vertex) of the skeleton bones to mix for vertex position blending. Cannot be null.
/// The normal vectors (per vertex).