Original Post
Hi, a probably simple question: given is a the following vertex group: v1 v3 v5 | /| /| |/ |/ | v2 v4 v6 it is rendered using a triangle strip. I wonder why DirectX doesn't cull some of the triangles, because not all of them are clockwise. v1, v2, v3 are counterclockwise. v2, v3, v4 are clockwise. v3, v4, v5 are counterclockwise and so on... How does DirectX order the vertices in a triangle strip so that it does not have to cull away half of the triangles? thx