Glad you got it working. In case it helps, or if anyone else reading this thread needs it explained, here's a quick explanation:
Computers render 3D graphics as a whole bunch of triangles (referred to as "polygons"). Try this experiment: Draw a triangle on a piece of paper. Label the vertices "1", "2", and "3". Hold that paper out in front of you so the ink is facing you. Look at the numbers 1, 2, and 3, and take notice of which direction they go around the triangle. It'll either be clockwise or anti-clockwise. It doesn't matter which, just take note of which way it is.
Now, turn the paper so the ink is away from you and you're looking at the back of the paper. Now look at the vertices. (It may help to point the paper at some light so you can look through the paper at the ink on the other side.) Now which way are the vertices going around the triangle? You'll notice that the direction has reversed.
It doesn't matter which way you rotate the paper, either. You could hold it so your writing is now upside down, and it'll still be clockwise on one side and anti-clockwise on the other. So rotation about the axis that's parallel to your direction of viewing has no effect. It's only when you rotate it about an axis that's perpendicular to your direction of viewing, i.e., when the polygon is turned to face away from you.
3D models are designed such that all their polygons have their vertices numbered in the same direction: either clockwise or anti-clockwise. When designing a 3D engine, you must decide which, and be consistent. For front facing polygons (on the side of the model facing the camera), the clockwise/anti-clockwise direction will indicate to the engine that these faces must be drawn. For faces on the opposite side of the model, the clockwise/anti-clockwise direction will tell the engine not to draw this face.