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??