I can't see my entire world when it is drawn? Where is the problem?

You can't see all of the triangles in your world if your winding order is wrong. Direct3D rasterizer culls every triangle whose vertices are specified in a counter clockwise manner (After transformation). This prevents artifacts from back faces (by eliminating any triangles that are facing away from the viewer) and also increases the performance of the rasterizer. To solve this problem, just reverse the winding order of the triangle that is culled.

A quick hack is to turnoff culling before you start rendering

// Turn off culling to see both sides of the objects we are drawing
m_pD3DDevice->SetRenderState (D3DRS_CULLMODE, D3DCULL_NONE);


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