Quote:Original post by Evil Steve
I don't think back-face culling has anything to do with it.
Neither do, I just wanted to ensure it was eliminated as a target for investigation.
As a quick check I suggest just bashing the D3D device with these three.
Device->SetRenderState(D3DRS_ZENABLE, TRUE);
Device->SetRenderState(D3DRS_ZWRITEENABLE , TRUE);
Device->SetRenderState(D3DRS_ZFUNC, D3DCMP_GREATEREQUAL);
Mind, this should really just be for testing. Messing with the Render State all the time is a really quick way to write very slow code.