Original Post
Hi, i'm a little newbie to DirectX programming and have a problem with normals: I define the vertex in my scene getting them from a serie of text files containing vertex positions for all the triangle. The triangles all togheter generate complex forms including convex and non-convex figures. the real problem is that the vertex order in the triangle is not always CW or CCW and i don't know how to calculate the correct orientation for normals. A way to work around this problem is to light both faces of the triangle, but i don't know how to do since it seems it is possible only using PixelShader, but I don't know absolutely nothing about this. can any one help me?