I've created a simple DirectX app that renders a field of vertices. Vertices are rendered like this (if viewed from top):
|\|\|\|\|
|\|\|\|\|
Each triangle is rendered like this:
1
|\
2 3
Which should mean that the polygon is counterclockwise and not be rendered, but it is. Anyway when viewed from top the plane is perfect.
However, when viewed from another level some polygons are sort of transparent and you can see geometry behind them. I've highlighted some of the place where this is happening.
I am thinking this is some of the basic, beginner problems. What am I missing? My rasterizer description is such:
new RasterizerStateDescription
{
CullMode = CullMode.Front,
IsAntialiasedLineEnabled = true,
IsMultisampleEnabled = true,
IsDepthClipEnabled = true,
IsFrontCounterclockwise = false,
IsScissorEnabled = true,
DepthBias = 1,
DepthBiasClamp = 1000.0f,
FillMode = FillMode.Wireframe,
SlopeScaledDepthBias = 1.0f
};
