title: Wrong result, drawing a cube in SharpDX
body: <p>I want to draw a cube in SharpDX. And this is my current result:</p>
  
  <p><img src="https://i.stack.imgur.com/PaOy7.png" alt="Cube"></p>
  
  <p>As you can see, at some point, parts of the cube are cut.</p>
  
  <p><img src="https://i.stack.imgur.com/hiq5N.png" alt="Cube2"></p>
  
  <p>I don't know what setting is wrong, what could it be? I think it's something wrong with the perspective. I tried to create a perspective view, but i never got another result than an empty window.</p>
  
  <p>Here is my code:</p>
  
  <pre><code>struct Vertex
  {
      public Vector4 position;
      public Color4 color;
      //...
  }
  
  SharpDX.Direct3D11.Buffer vertexBuffer;
  SharpDX.Direct3D11.Buffer projBuffer;
  
  Matrix projMatrix;
  
  Vertex[] vertices;
  </code></pre>
  
  <p>Init:</p>
  
  <pre><code>//...
  BufferDescription description = new BufferDescription(sizeof(float) * 8 * vertices.Length, ResourceUsage.Dynamic, BindFlags.VertexBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, 0);
  vertexBuffer = SharpDX.Direct3D11.Buffer.Create(Device, vertices, description);
  
  //To pass projection matrix to shader
  projBuffer = new SharpDX.Direct3D11.Buffer(Device, Matrix.SizeInBytes, ResourceUsage.Default, BindFlags.ConstantBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
  DeviceContext.VertexShader.SetConstantBuffer(1, projBuffer);
  </code></pre>
  
  <p>Update:</p>
  
  <pre><code>projMatrix = Matrix.OrthoOffCenterLH(-10, 10, -screenRatio*10, screenRatio*10, 1f, 100f);
  
  //How can i create a perspective view?
  //projMatrix = Matrix.PerspectiveFovLH(1f, (float)width/height, 1f, 100f);
  
  projMatrix *= Matrix.Rotation...
  
  DeviceContext.UpdateSubresource(ref projMatrix, projBuffer);
  </code></pre>
  
  <p>Shader:</p>
  
  <pre><code>struct VOut
  {
    float4 position : SV_POSITION;
    float4 color    : COLOR;
  };
  
  cbuffer meshBuffer : register(b1)
  {
    float4x4 projMatrix;
  }
  
  VOut VShader(float4 position : POSITION, float4 color : COLOR)
  {
    VOut output;
  
    output.position = mul(position, projMatrix);
    output.color = color;
  
    return output;
  }
  
  float4 PShader(float4 position : SV_POSITION, float4 color : COLOR) : SV_TARGET
  {
    return color;
  }
  </code></pre>
  
  <p>What is wrong?</p>