"vertex normals" Aha this is something I know from my teen 3D programming days. You must define the points clockwise to be visible (the normal points towards you) or anti-clockwise to be invisible (it points away) (could be the other way round, been a long time...) Be nice if that was the problem, but I guess that's too simple ...
Vertexbuffer example
BlitzMax Forums/BlitzMax Programming/Vertexbuffer exampleThe forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.