It because the order that you give indices determines its facing direction (this is called trianlge winding). Clockwise points one way, counter-clockwise points the other.
Change the second set to 0,3,2
haha, sry man, you dont understand…i cant change because i have a large dynamamic mesh, and i cant change because uv will not be displayed correctly!!! I dont want change code and need another way to solve the problem.
So adapt! you need to change the order of the triangle indices to get them winding correctly.
The only other immediate solution is to use a shader that doesnt cull backfacers (cull off)