   Culling?
  Ok, I must explain, I'm new to DirectX entirely.I'm following a tutorial, and I'm paticularily stuck.  I'm following the excercize at the end, and it tells me to do something.I know the problem, but don't know the code.  The problem is culling, that the other side of the shape isn't rendered (even though I want it to be).So, how do I set culling on (d3d_set_culling isn't defined?).I'm new to DirectX and C++ (though I know syntax, I have never "actually" programmed in c++)   
  This disables culling entirely:IDirect3DDevice9::SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);Look in the SDK docs for "D3DCULL";  Sounds like you're trying to disable backface culling. If this is the case you can just dodevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);assuming "device" is a valid DirectX device.   ;  Thanks alot Idramire, it worked perfectly.  I believe culling is a good thing, but at least now I can turn it off.However, how would I disable it temporarily, or for certain Primitives. Thanks!  I hope I can learn it and put it to use someday :)   ;Quote:Original post by solinentHowever, how would I disable it temporarily, or for certain Primitives. Just set that property right before you render the affected triangles and turn it back on for the rest.// Object 1: render back facesdevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);obj1.Draw();// Object 2: don't render back facesdevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);obj2.Draw();