   Make a cube in geometry shader
  I've got a triangle, made with a VertexBuffer. I'm using TRIANGLESTRIP.Here are Vertex Pointsvertices[0].position = D3DXVECTOR3(0.5f,-0.5f,0);vertices[0].text = D3DXVECTOR2(1,1);vertices[1].position = D3DXVECTOR3(-0.5f,-0.5f,0);vertices[1].text = D3DXVECTOR2(0,1);vertices[2].position = D3DXVECTOR3(0.5,0.5f,0);vertices[2].text = D3DXVECTOR2(1,0);Here is my geometry shader:[maxvertexcount(32)]void gs_main(triangle GS_INPUT In[3], inout TriangleStream<PS_INPUT> OutStream){PS_INPUT NewVertex;NewVertex.Pos = mul(mul(mul(float4(-0.5,0.5,0,1),WorldMatrix),ViewMatrix),ProjMatrix);NewVertex.Tex = float2(0,0);//Quadrato frontale for (int i = 0; i < 3; i++){OutStream.Append((PS_INPUT)In);}OutStream.Append(NewVertex[0]);OutStream.RestartStrip();}Using this code my triangles become correctly a quad.Now my intentions were to make a cube from a triangle.So i've triend this other code[maxvertexcount(32)]void gs_main(triangle GS_INPUT In[3], inout TriangleStream<PS_INPUT> OutStream){PS_INPUT NewVertex[5];NewVertex[0].Pos = mul(mul(mul(float4(-0.5,0.5,0,1),WorldMatrix),ViewMatrix),ProjMatrix);NewVertex[0].Tex = float2(0,0);NewVertex[1].Pos = mul(mul(mul(float4(0.5,0.5,0.5,1),WorldMatrix),ViewMatrix),ProjMatrix);NewVertex[1].Tex = float2(1,0);NewVertex[2].Pos = mul(mul(mul(float4(0.5,-0.5,0.5,1),WorldMatrix),ViewMatrix),ProjMatrix);NewVertex[2].Tex = float2(1,1);//Quadrato frontale for (int i = 0; i < 3; i++){OutStream.Append((PS_INPUT)In);}OutStream.Append(NewVertex[0]);OutStream.RestartStrip();//Secondo quadratoOutStream.Append((PS_INPUT)In[2]);OutStream.Append(NewVertex[0]);OutStream.Append(NewVertex[1]);OutStream.Append(NewVertex[2]);OutStream.RestartStrip();}But when i run it, i've got the original quad. If i rotate it on Y axes, when it makes a 180 degrees rotation, i can see a triangle...It looks like a quad that on the retro has got a triangle...If i try, on the contrary, In[0] and In[1] i can see a strange figure.My original intention was to see the second cube's quad, the one on the right.Where is my error??   
  I've resolved by making each vertex from new.   