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I was working with the MultiAnimation sample from the SDK and I am having a problem when I port it into another application. When I use the D3DXLoadMeshHierarchyFromX (Or similar functions), it fails but does not return a valid error code. I know that my D3DDevice is initialized and working(At least for other functions). Has anyone had a similar problem or know how to fix this?
    hr = D3DXLoadMeshHierarchyFromX( szPath, 0, Graphics-&gt;GetDeviceCOM(), pAH, pLUD, (LPD3DXFRAME *) &m_pFrameRoot, &m_pAC );
if( FAILED( hr ) )
{
if(hr == D3DERR_INVALIDCALL)
goto e_Exit; // Breakpoint One
if(hr == E_OUTOFMEMORY)
goto e_Exit; // Breakpoint Two
goto e_Exit; // Breakpoint Three
}


The code always ends up at Breakpoint 3 Visual Studio .NET 2003, Windows 2000, Non-Unicode Builds.

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Assuming you coded the AllocateHierarchy functions (pAH), did you trace the creation of the frames and meshcontainers through them? I suspect you are getting E_FAIL, which is what happens if you don't code the correctly or intentionally code them to return an error.

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