I'm making a Tetris-like game and when the game is paused, I wanted some golden Pause characters to dance around the screen. So I built models for a P, an A, a U and so on, and tried to implement the P model into my game. But as you can see on this image Direct X seems to render my mesh completely wrong. I mean, it has wrong edges and stuff.
If anyone can help me,it would be a big help!
(little note, i'm writing the game in Managed Direct X, using the C# programming language)
Thank you for listening!
are you textureing the character ? if so do you have the uv coordinates set up right ? are the normals ok ?
the problem remains, textured and untextured.
But thanks for reminding me
by the looks of the picture the error is some small mistake. good luck finding it
Looks like a normal problem to me. You sure all the normals are henerated properly? Are all the triangles in the same winding order? Try setting the cull_mode to cull_none and see if that makes a difference.