Here's a quick test: put the camera back where it was and swap the order of the second and third vertex. If it shows up, you were culling the triangle due to winding order (which tells the GPU which way a polygon is "facing").
As for the skew, how are you defining your view and projection matrices?
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#1BCullis
Posted 04 December 2012 - 11:36 AM
Here's a quick test: put the camera back where it was and swap the order of the second and third vertex. If it shows up, you were culling the triangle due to winding order (which tells the GPU which way a polygon is "facing".
As for the skew, how are you defining your view and projection matrices?
As for the skew, how are you defining your view and projection matrices?