title: Certain faces not appearing
body: <p>Well, I am creating a minecraft like terrain thing which - like minecraft is seperated into regions. my problem simply is that some faces are not showing, and the top and right part of 6x6 regions are not showing.</p>
  
  <p>I was wondering if someone could check my code to see what I am doing wrong, here is the function:</p>
  
  <pre><code>    public void BuildFaceVertices(Vector3 pos, BlockFaceDirection blockFaceDirection)
      {
          Vector3 topLeftFront = new Vector3(0f, 1f, 0f) + pos;
          Vector3 bottomLeftFront = new Vector3(0f, 0f, 0f) + pos;
          Vector3 topRightFront = new Vector3(1f, 1f, 0f) + pos;
          Vector3 bottomRightFront = new Vector3(1f, 0f, 0f) + pos;
          Vector3 topLeftBack = new Vector3(0f, 1f, -1f) + pos;
          Vector3 topRightBack = new Vector3(1f, 1f, -1f) + pos;
          Vector3 bottomLeftBack = new Vector3(0f, 0f, -1f) + pos;
          Vector3 bottomRightBack = new Vector3(1f, 0f, -1f) + pos;
  
          Vector2 topLeft = new Vector2(0.0f, 0.0f);
          Vector2 topRight = new Vector2(1.0f, 0.0f);
          Vector2 bottomLeft = new Vector2(0.0f, 1.0f);
          Vector2 bottomRight = new Vector2(1.0f, 1.0f);
  
          switch (blockFaceDirection)
          {
              case BlockFaceDirection.ZIncreasing:
                  SolidVertices.Add(new VertexPositionTexture(topRightFront, topRight));
                  SolidVertices.Add(new VertexPositionTexture(bottomRightFront, bottomRight));
                  SolidVertices.Add(new VertexPositionTexture(bottomLeftFront, bottomLeft));
                  SolidVertices.Add(new VertexPositionTexture(topRightFront, topRight));
                  SolidVertices.Add(new VertexPositionTexture(bottomLeftFront, bottomLeft));
                  SolidVertices.Add(new VertexPositionTexture(topLeftFront, topLeft));
                  break;
              case BlockFaceDirection.ZDecreasing:
                  SolidVertices.Add(new VertexPositionTexture(topRightBack, topLeft));
                  SolidVertices.Add(new VertexPositionTexture(topLeftBack, topRight));
                  SolidVertices.Add(new VertexPositionTexture(bottomRightBack, bottomLeft));
  
                  SolidVertices.Add(new VertexPositionTexture(topLeftBack, topRight));
                  SolidVertices.Add(new VertexPositionTexture(bottomLeftBack, bottomRight));
                  SolidVertices.Add(new VertexPositionTexture(bottomRightBack, bottomLeft));              
                  break;
              case BlockFaceDirection.YIncreasing:
                  SolidVertices.Add(new VertexPositionTexture(topRightBack, topRight));
                  SolidVertices.Add(new VertexPositionTexture(topRightFront, bottomRight));
                  SolidVertices.Add(new VertexPositionTexture(topLeftFront, bottomLeft));
  
                  SolidVertices.Add(new VertexPositionTexture(topRightBack, topRight));
                  SolidVertices.Add(new VertexPositionTexture(topLeftFront, bottomLeft));
                  SolidVertices.Add(new VertexPositionTexture(topLeftBack, topLeft));                 
                  break;
              case BlockFaceDirection.YDecreasing:
                  SolidVertices.Add(new VertexPositionTexture(bottomLeftFront, topLeft));
                  SolidVertices.Add(new VertexPositionTexture(bottomRightFront, topRight));
                  SolidVertices.Add(new VertexPositionTexture(bottomLeftBack, bottomLeft));
  
                  SolidVertices.Add(new VertexPositionTexture(bottomRightFront, topRight));
                  SolidVertices.Add(new VertexPositionTexture(bottomRightBack, bottomRight));
                  SolidVertices.Add(new VertexPositionTexture(bottomLeftBack, bottomLeft));
                  break;
              case BlockFaceDirection.XIncreasing:
                  SolidVertices.Add(new VertexPositionTexture(topRightBack, topRight));
                  SolidVertices.Add(new VertexPositionTexture(bottomRightFront, bottomLeft));
                  SolidVertices.Add(new VertexPositionTexture(topRightFront, topLeft));
                  SolidVertices.Add(new VertexPositionTexture(topRightBack, topRight));
                  SolidVertices.Add(new VertexPositionTexture(bottomRightBack, bottomRight));
                  SolidVertices.Add(new VertexPositionTexture(bottomRightFront, bottomLeft));
                  break;
              case BlockFaceDirection.XDecreasing:
                  SolidVertices.Add(new VertexPositionTexture(topLeftBack, topLeft));
                  SolidVertices.Add(new VertexPositionTexture(topLeftFront, topRight));
                  SolidVertices.Add(new VertexPositionTexture(bottomLeftFront, bottomRight));
                  SolidVertices.Add(new VertexPositionTexture(topLeftBack, topLeft));
                  SolidVertices.Add(new VertexPositionTexture(bottomLeftFront, bottomRight));
                  SolidVertices.Add(new VertexPositionTexture(bottomLeftBack, bottomLeft));
                  break;
  
          }
      }'
  </code></pre>
  
  <p>This code is showing: <a href="http://s1100.photobucket.com/albums/g420/darestium/" rel="nofollow">s1100.photobucket.com/albums/g420/darestium/</a> the first image is of the faces that are not being draw and the latter is of the sides of the regions which are not being drawn.</p>
  
  <p>Thanks in advance, Darestium</p>