You can sort-of do this based on the normal vectors with lighting attributes:
fig, ax, p = mesh(
rand(Point3f0, 30),
[3i-j for i in 1:10, j in 0:2],
color = :white,
ambient = Vec3f0(1,0,0),
diffuse = Vec3f0(-100,0,100)
)
This will give triangles a red color by default (the Vec3f0’s passed act as multiplier to (red, green, blue)), and a blue color if dot(normal, lightdir) become positive and sufficiently large. So a red backside and a blue front side.
