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Home/ Questions/Q 7913829
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Editorial Team
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Editorial Team
Asked: June 3, 20262026-06-03T13:56:02+00:00 2026-06-03T13:56:02+00:00

I have a problem just with rendering a simple rotating cube with SlimDX (DirectX

  • 0

I have a problem just with rendering a simple rotating cube with SlimDX (DirectX 11). Cube is rotating and these are the images i get:

Problem with the rendering

I use this vertex shader:

    float4x4 WorldViewProj : register(c0);
    float4 VShader(float4 position : POSITION) : SV_POSITION
    {
        return mul(float4(position.xyz, 1.0), WorldViewProj);
    }

And this is how i prepare WorldViewProj:

ProjectionMatrix = Matrix.PerspectiveFovLH((float)(Math.PI / 4.0), 1f, -1, 20);
ViewMatrix = Matrix.LookAtLH(new Vector3(0f, 0, ypos), new Vector3(0f, 0, 10), new Vector3(0f, 1f, 0f)); 

Matrix positionMatrix = Matrix.Translation(position);
Matrix rotationMatrix = Matrix.RotationYawPitchRoll(rotation.X, rotation.Y, rotation.Z);
Matrix scaleMatrix = Matrix.Scaling(scale);
Matrix worldMatrix = rotationMatrix * scaleMatrix * positionMatrix;
worldMatrix = Matrix.Transpose(worldMatrix);

Matrix WorldViewProj = ViewMatrix * ProjectionMatrix * worldMatrix;

First of all i saw this question: Incorrect Clipping and 3D Projection when using SlimDX

And, probably, there’s something wrong with matrices (since i don’t transpose neither view nor projection but transpose world – in opposite case nothing is rendered). But even if i set both view and projection matrices to identity matrix the “hole” is still there.

Please help and thanks in advance!

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  1. Editorial Team
    Editorial Team
    2026-06-03T13:56:02+00:00Added an answer on June 3, 2026 at 1:56 pm

    The problem is found. It was just a wrong order of vertices in an index buffer. Shame on me:) Thanks everybody for your help!

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