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Retrieving Mesh geometry

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Hi Folks, I'm using C# with DirectX 9. When I try to retrieve a simple mesh (a table) geometry to input Newton Library (for collision detection), using index and vertex buffer, this is what happens: Free Image Hosting at www.ImageShack.us The blue lines are drawn for debugging purposes using this code:
           GraphicsStream indexList = objectMesh.LockIndexBuffer(LockFlags.ReadOnly);  //objectMesh.IndexBuffer.Lock(0, 0, LockFlags.None);                        
           short[] indices = new short[objectMesh.NumberFaces * 3];           
           for (int i = 0; i < objectMesh.NumberFaces * 3; i++)
           {
               indices[i] = (short)indexList.Read(typeof(short));
           }
           objectMesh.UnlockIndexBuffer(); // objectMesh.IndexBuffer.Unlock();

           GraphicsStream stm = objectMesh.LockVertexBuffer(LockFlags.ReadOnly); //objectMesh.VertexBuffer.Lock(0, 0, LockFlags.None);
           Vector3[] vertices = new Vector3[objectMesh.NumberVertices];
           for (int i = 0; i < objectMesh.NumberVertices; i++)
           {

               vertices[i] = (Vector3)stm.Read(typeof(Vector3));

           }
           objectMesh.UnlockVertexBuffer(); //objectMesh.VertexBuffer.Unlock();
            
           for (int i = 0; i < objectMesh.NumberFaces; i++)
           {
               CustomVertex.PositionColored[] verts = new CustomVertex.PositionColored[3];
               verts[0].Position = new Vector3(vertices[indices[(i * 3) + 0]].X, vertices[indices[(i * 3) + 0]].Y, vertices[indices[(i * 3) + 0]].Z);
               verts[0].Color = System.Drawing.Color.Blue.ToArgb();
               verts[1].Position = new Vector3(vertices[indices[(i * 3) + 1]].X, vertices[indices[(i * 3) + 1]].Y, vertices[indices[(i * 3) + 1]].Z);
               verts[1].Color = System.Drawing.Color.Blue.ToArgb();
               verts[2].Position = new Vector3(vertices[indices[(i * 3) + 2]].X, vertices[indices[(i * 3) + 2]].Y, vertices[indices[(i * 3) + 2]].Z);
               verts[2].Color = System.Drawing.Color.Blue.ToArgb();

               device.Transform.World = Matrix.Identity;
               device.VertexFormat = CustomVertex.PositionColored.Format;
               device.DrawUserPrimitives(PrimitiveType.LineList, 1, verts);
           }

I am having really a hard time to retrieve this geometry correctly (the table gets rendered correctly, but look at those crazy blue lines that I get when I read it from its buffers). So, any suggestions on this subject would be really appreciated. Thanks in advance, Leandro

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