I don’t have much experience with Visual Basic, but the code looks right. Are you sure you’re not seeing the faces you’re not supposed to see, because some backface is culled (thus exposing what’s behind it?) Can you post a screenshot?
Hmm, now that I remember. When you create your window, are you requesting a depth buffer? Depending on the implementation, sometimes you get it without asking for it, but sometimes you don’t, which could lead to this sort of problem.
Actually the red book. The blue book contains only references for the functions (I haven’t read it though, so don’t take my word for it).
The red book (which I have) contains code examples and numerous discussions on almost every aspect of OpenGL. This will help you more I think than the blue book.
The reference for the functions you can either find it online by googling, MSDN or MESA (e.g. man glVertex)
i’d rather do without culling, for a start. i’m not convinced it is a depth test problem.
yes, with glPolygonOffset ogl gives an offset to the lines automatically. not normal to an element plane, but in direction of the z-buffer. the first value is a variable offset depending on the element, the second value is a constant offset. maybe you have to play a bit to get what you want.