Generally rendering with D3DXEffect looks like this
unsigned int numberOfPassInActiveEffect = 0;
m_effect->Begin(&numberOfPassInActiveEffect); //This sets the variable to the number of passes this technique has
for (unsigned int counter = 0; counter < numberOfPassInActiveEffect; ++counter)
{
m_effect->BeginPass(counter);
//Do pass specific passing of uniforms here
m_effect->CommitChanges();
//Do render calls here
m_effect->EndPass();
}
m_effect->End();
If you only want to render one pass in the current effect instead of looping on all available passes, just activate the pass you are interested in with ID3DXEffect::BeginPass(unsigned int passNumber), and do your rendering.