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ok im having problem loading meshes. I can get it to load from .X file but its all glitchy and messed up. its suppose to look like the left, but on the right you can see its not rendering properly. http://roger.inkandpixel.com/badload.gif please help
HRESULT hr = 0;
	// Load the XFile data.

	ID3DXBuffer* adjBuffer  = 0;
	ID3DXBuffer* mtrlBuffer = 0;
	DWORD        numMtrls   = 0;

	hr = D3DXLoadMeshFromX(  

	// Extract the materials, and load textures.

	if( mtrlBuffer != 0 && numMtrls != 0 )
		D3DXMATERIAL* mtrls = (D3DXMATERIAL*)mtrlBuffer->GetBufferPointer();

		for(int i = 0; i < numMtrls; i++)
			// the MatD3D property doesn't have an ambient value set
			// when its loaded, so set it now:
			mtrls.MatD3D.Ambient = mtrls.MatD3D.Diffuse;

			// save the ith material
			Mtrls.push_back( mtrls.MatD3D );

			// check if the ith material has an associative texture
			if( mtrls.pTextureFilename != 0 )
				// load the texture for the ith subset
				IDirect3DTexture9* tex = 0;

				// save the loaded texture
				Textures.push_back( tex );
				// no texture for the ith subset
				Textures.push_back( 0 );
	delete mtrlBuffer; // done w/ buffer

	// Optimize the mesh.

	hr = Mesh->OptimizeInplace(		
		0, 0, 0);

	delete adjBuffer; // done w/ buffer

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First of all, do not delete the buffers! Use Release().
Try skipping optimization for now.
Then I would recommend not using STL (or whatever you're using there), you can store materials/textures like that:

// ID3DXBuffer* mtrlBuffer;

D3DMATERIAL* mats = new D3DMATERIAL [numMtrls];
IDirect3DTexture9** textures = new IDirect3DTexture9* [numMtrls];

D3DXMATERIAL bufPtr = (D3DXMATERIAL) mtrlBuffer->GetBufferPointer ();

for ( int i = 0; i < numMtrls; i++ )
mats = bufPtr .MatD3D;
textures = NULL;
if ( bufPtr .TextureFilename )
D3DXCreateTextureFromFile ( _device,
bufPtr .TextureFilename, &textures );
mtrlBuffer->Release ();

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It is to replace "Extract the materials and load textures". The problem can be with your delete'ing the textures (though I'm not sure).

!EDIT! oh. I think the problem is with frames. Don't use D3DXLoadMeshFromX, instead create your own parser and use D3DXCreateMeshFromXof.

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