I’ve always been under the impression that Away3D was a left-handed 3D system, which employs the left-hand-rule and a clock-wise winding order. I’d also assume that Molehill does the same, as is Windows Direct3D tradition. On a Mac and/or OpenGL, Molehill could be using glFrontFace(GL_CW) to keep left-handedness consistent. That is, if it really is left-handed.
Is there a special use case that you need to set the winding order for? In most cases using vertex buffer objects, you simply fill the normal buffer so winding order is rendered irrelevant.
Cheers!
Alex