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oreste

vertices defined clockwise/counter-clockwise

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Windows 7 VS 2013 express directx june 2010 In one tutorial lesson the code renders a triangle made up of transformed vertices. Vertices are defined in a clockwise fashion, this being the default in directx. If I define them in a counter-clockwise order the triangle isn't rendered. In the next lesson we go thru the geometry pipeline, so we start w/ untransformed vertices. Here the order in which the vertices are defined doesn't seem to matter the triangle is rendered. WHY? Note: I plotted these vertices in model space on a cartesian coordinate system (0,0) Where X and y intersect. To the right of (0,0) X is >0, and above (0,0) Y is >0. The z coordinate is the same for each vertice, so essentially the triangle is 2D. The next lesson is entitled "Rendering depth" that's where w'ell take care of z w/ & the zbuffer.
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Probably because the code changed the cull mode state somewhere before rendering, or disabled culling.

SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
Edited by NumberXaero
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Thanx for your answer. For me that means that the problems lies w/ me. Cull mode is not modified in the code! I thought that the error might be how i plotted the vertices in model space (2D cartesian coordinates)! I'll work on it more. Thanx again!
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