There was not a lot of documentation about exactly what FaceCullMode does. I used FaceCullMode.FRONT to show a texture on the front of some quads. I was not sure if this constant meant the FRONT would be shown or culled so I may have used a hammer to make the side I wanted show. When I move the camera relatively close to switching from one side of the texture to the other (say within 10 degrees to either side of plane created by the quad), I get a ton of flickering. I am not sure, but it looks like one frame present for every frame absent.
Quad result = new Quad( coords, texture );
result.getAppearance().setFaceCullMode( faceCullMode );
return result;
Am I using FaceCullMode as it was intended? What is the difference between this and turning off the normals on one side? I have used that approach on another project without Xith3D. It was more work because the normals had to be hand coded on the shown side and absent on the other, but it had no flickering problems. I just assumed setting this attribute told the library code to do the same thing when calculating the normals.