Original Post
Hi,
I am developing a DirectX application in C#. The number of vertices is not much, it is about 240 vertices. I use DirectX 9.0c. I tried everything! I have enabled AutoDepthStencil (I use D16 format buffer), I keep my near plane as far and far plean as near as possible, I clear my ZBuffer properly, and so on. But nevertheless, I get an incorrect visual result. Some of the surfaces, that must reside behind, are drawn at the the front. When I test with another mesh, the application, for instance draws the directx standard teapot properly. What could be the reason for that problem??
I am developing a DirectX application in C#. The number of vertices is not much, it is about 240 vertices. I use DirectX 9.0c. I tried everything! I have enabled AutoDepthStencil (I use D16 format buffer), I keep my near plane as far and far plean as near as possible, I clear my ZBuffer properly, and so on. But nevertheless, I get an incorrect visual result. Some of the surfaces, that must reside behind, are drawn at the the front. When I test with another mesh, the application, for instance draws the directx standard teapot properly. What could be the reason for that problem??