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WOW! I got D3DXIntersect() to work!

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HRESULT D3DXIntersect( LPD3DXBASEMESH pMesh, CONST D3DXVECTOR3* pRayPos, CONST D3DXVECTOR3* pRayDir, BOOL* pHit, DWORD* pFaceIndex, FLOAT* pU, FLOAT* pV, FLOAT* pDist, LPD3DXBUFFER* ppAllHits, DWORD* pCountOfHits ); If your pRayPos is (x,y,z) and your pRayDir is (x1,y1,z1), pass (x1-x,y1-y,z1-z) to pRayDir. It works perfect in my game!

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