3D Backface Culling Question for Senocular (or anyone who can help)

Lo again. I’ve gotten pretty good with 3D based on Senocular’s tutorial, but I’m having trouble with backface culling. I am currently making a 3D spaceship. I spent a lot of time plotting out vertices in 3D space, making them into an array in Flash, filling every triangle, making each overlapping part into a movie clip, etc. However, the backface culling is still glitchy. I looked more closely at the 3D spaceship Senocular developed, and realized that glitches in the backface culling were solved by four reference points. However, it wasn’t explained very well how those reference points were implemented and why their particular X, Y and Z coordinates were chosen.

I’d really like someone to help me (Senocular in particular, being the creator of the tutorial), but if anyone else understands backface culling I’d really appreciate your help too.

If I can’t figure this out, I still want to do the Star Fox-style game I’m developing. I’ll just have to either make the ship’s shape much, much more simplistic (like a floating tetrahedron or pyramid), or keep it wireframe.

To show the glitches I’m having, here’s a 3/4 completed model of the ship I’m making, without the wings or the back:

http://www.projectenthalpy.com/fcol0.swf
(Just so you know, you start out seeing the ship from the back, as that’s the position you’d see it from in the game)