   triangles
  when you make a triangle should it be made in any order ie CCW or CW.does this make any impact on speed.sounds stupid i know but any help would be useful. 
  DirectX (and probably openGL) has the possibility to draw only clockwise (or CCW) triangles. The default is to draw them both. It would be good to turn on the culling with a call to setrenderstate when you use only clockwise triangles, this will eliminate all the triangles which face away from the screen. The effect is that only the front of a triangle will be visible, and the back will seem transparent. This should speed up your software. ;  If you mean is either clockwise or counterclockwise specifically faster, then no. On any OpenGL implementation they should run at identical speed. The winding is only so the surface normal can be determined uniquely (for lighting, and backface culling). ;  Hmm, I wonder if any of the culling is done by hardware? In that case CW might be faster because it''s much more common and therefore more likely to be supported. Just a thought.Mark ;  The polygon winding depends entirely on the geometry.I don''t think that it matters speed-wise, because the hardware tests it anyway, in either case.Of course, one should use common culling convention to minimize renderstate changes (which does reduce speed, marginally though).-Nik ;  Obviously changing the winding during the render piperline slows things down, but as long as you choose a convention and stick to it, then it makes no difference. Its just the difference between a less than or a greater than in the code. Just a convention. 