Code:
void CPlanet::Render(float fTimeDelta)
{
m_spDevice->SetTransform(D3DTS_WORLD,&m_matWorld);
m_spDevice->SetTexture(0,m_pTexture);
m_spDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
m_spDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
m_spDevice->SetStreamSource(0,m_pVB,0,sizeof(PlanetVertex));
m_spDevice->SetFVF(PLANETVERTEX_FVF);
m_spDevice->SetIndices(m_pIB);
m_spDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CW);
m_spDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,m_iNumVerts,0,m_iNumTris);
D3DXVECTOR3 vecCamPos;
m_spCamera->GetPosition(&vecCamPos);
m_pGlow->PreRender(vecCamPos);
m_pGlow->Render(fTimeDelta,vecCamPos);
m_spDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CCW);
}
But I guess that doesn't help much.