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Memory Leak in D3DXIntersect?

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I''m calling this function for my ColDet by using:
bool PointInRoom(D3DXVECTOR3 pos)
	D3DXVECTOR3 up = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
	BOOL bHit;
    DWORD dwFace;
    FLOAT fBary1, fBary2, fDist;
	DWORD count;
	D3DXIntersect(g_Room.m_pMesh, &pos, &up, &bHit, &dwFace, &fBary1, &fBary2, &fDist, &idb, &count);
	if(count%2) return true;
	else return false;
	idb = NULL;
	return 1;
and it''s causing quite a memory leak. I assume it''s my code and not the function but I''m not 100% sure on why.

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Fairly sure its because you don''t ->Release() that LPD3DXBUFFER. And since it doesn''t appear your a re using it, you can just pass in 0.


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