   [SlimDX] Shader + Winding Order
  I am trying to run the Cell-Shader from this tutorial under DirectX 9.However, it is only lighting one side of the VertexBuffer I am using, the wrong side, while the other side shows no signs of shading.The vertexes are declared in ClockWise order, and my matrices are set up so X goes RIGHT, Y goes DOWN and Z comes OUT of the screen.Can someone help please?[Edited by - BoxyCraft on May 27, 2010 6:52:40 AM]
  Ok I figured it out. In the XNA example they passed the Inverse World Matrix, but when I used the Un-Inverted World Matrix instead it worked.Can someone please explain the reason for this to me?Thanks!EDIT: I don't think it's working properly. It is shading the correct side now at least, but it doesn't seem to be shading correctly. I'll try some more fiddling and see what I can determine.Does anyone know any changes that might occur from using an XNA shader in DirectX, or the matrices, or something else?Thanks![Edited by - BoxyCraft on May 27, 2010 5:21:09 AM]