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Z rendering artifact

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hi , when i render a mesh loaded from D3DXLoadMeshFromX, i get some artifacts with any format of Z-buffer, the faces are rendered one above the other but with transparency ... the particularity is that i use a camera to transform vertex by setting the D3DTS_VIEW i enable in the presentation parameters the true flag on EnableautoZ and clear my Z before begin scene... i''ve compared with SDK examples but i don''t see the difference with my loading mesh function. does anyone can help me ? (i know that my english is not clear so i''m sorry...) thanks a lot for your answers.

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ok i just find out the answer on this forum , in fact it was my camera that set the projection matrix with 0.0f as near plane
and cause this artifact

thanx a lot for all

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