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Hi,
I am developing a DirectX application in C# and I want to draw a Mesh object which is composed of about 240 vertices. I use DirectX 9.0c. Although, I have enabled AutoDepthStencil, and I clear my ZBuffer properly, I get an incorrect visual result. Some of the surfaces, that must reside behind, are drawn at the the front. The application, for instance draws the directx standard teapot mesh properly. What could be the reason for that problem??
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Get Microsoft XNA Game Studio.

Drop DirectX when you use C# - it'll be the best thing you'll ever done for yourself.
 
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Nonsense. Use SlimDX.

Check for CullMode. I think that your vertices isn't properly setted up.
 
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Actually, cull mode is CCW. And I ve created mesh data and normals for that cull mode. There are two images which show the screenshots of problematic render. Below are the links:

The front view of the object : http://img152.imageshack.us/i/frontb0.jpg/

The rotated view (which is obviously rendered false!) : http://img823.imageshack.us/img823/4237/sideut.jpg
 
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