I followed Direct3DTutorial sample to create a box.
And I changed the cubeVertices and cubeIndices to this
VertexPNT cubeVertices[] =
{
{ float3(-1.0f, -1.0f, -1.0f), float3(0.0f, 0.0f, -1.0f), float2(0.0f, 1.0f) }, // +Y (top face)
{ float3(-1.0f, 1.0f, -1.0f), float3(0.0f, 0.0f, -1.0f), float2(0.0f, 0.0f) },
{ float3(1.0f, 1.0f, -1.0f), float3(0.0f, 0.0f, -1.0f), float2(1.0f, 0.0f) },
{ float3(1.0f, -1.0f, -1.0f), float3(0.0f, 0.0f, -1.0f), float2(1.0f, 1.0f) },
{ float3(-1.0f, -1.0f, 1.0f), float3(0.0f, 0.0f, 1.0f), float2(1.0f, 1.0f) }, // -Y (bottom face)
{ float3(1.0f, -1.0f, 1.0f), float3(0.0f, 0.0f, 1.0f), float2(0.0f, 1.0f) },
{ float3(1.0f, 1.0f, 1.0f), float3(0.0f, 0.0f, 1.0f), float2(0.0f, 0.0f) },
{ float3(-1.0f, 1.0f, 1.0f), float3(0.0f, 0.0f, 1.0f), float2(1.0f, 0.0f) },
{ float3(-1.0f, 1.0f, -1.0f), float3(0.0f, 1.0f, 0.0f), float2(0.0f, 1.0f) }, // +X (right face)
{ float3(-1.0f, 1.0f, 1.0f), float3(0.0f, 1.0f, 0.0f), float2(1.0f, 0.0f) },
{ float3(1.0f, 1.0f, 1.0f), float3(0.0f, 1.0f, 0.0f), float2(1.0f, 1.0f) },
{ float3(1.0f, 1.0f, -1.0f), float3(0.0f, 1.0f, 0.0f), float2(0.0f, 1.0f) },
{ float3(-1.0f, -1.0f, -1.0f), float3(0.0f, -1.0f, 0.0f), float2(0.0f, 0.0f) }, // -X (left face)
{ float3(1.0f, -1.0f, -1.0f), float3(0.0f, -1.0f, 0.0f), float2(1.0f, 0.0f) },
{ float3(1.0f, -1.0f, 1.0f), float3(0.0f, -1.0f, 0.0f), float2(1.0f, 1.0f) },
{ float3(-1.0f, -1.0f, 1.0f), float3(0.0f, -1.0f, 0.0f), float2(0.0f, 1.0f) },
{ float3(-1.0f, -1.0f, 1.0f), float3(-1.0f, 0.0f, 0.0f), float2(0.0f, 0.0f) }, // +Z (front face)
{ float3(-1.0f, 1.0f, 1.0f), float3(-1.0f, 0.0f, 0.0f), float2(1.0f, 0.0f) },
{ float3(-1.0f, 1.0f, -1.0f), float3(-1.0f, 0.0f, 0.0f), float2(1.0f, 1.0f) },
{ float3(-1.0f, -1.0f, -1.0f), float3(-1.0f, 0.0f, 0.0f), float2(0.0f, 1.0f) },
{ float3(1.0f, -1.0f, -1.0f), float3(1.0f, 0.0f, 0.0f), float2(0.0f, 0.0f) }, // -Z (back face)
{ float3(1.0f, 1.0f, -1.0f), float3(1.0f, 0.0f, 0.0f), float2(1.0f, 0.0f) },
{ float3(1.0f, 1.0f, 1.0f), float3(1.0f, 0.0f, 0.0f), float2(1.0f, 1.0f) },
{ float3(1.0f, -1.0f, 1.0f), float3(1.0f, 0.0f, 0.0f), float2(0.0f, 1.0f) },
};
unsigned int cubeIndices[] =
{
0, 1, 2,
0, 2, 3,
4, 5, 6,
4, 6, 7,
8, 9, 10,
8, 10, 11,
12, 13, 14,
12, 14, 15,
16, 17, 18,
16, 18, 19,
20, 21, 22,
20, 22, 23
};
BUT I don't know why this shows only cube back face like this
I think my cube vertices and indices are correct!
I wonder how this happened!
Any help would be appreciated;