after hours of work full of pain and blood, i managed to reach the next conclusion : its probably the camera!
even though its probably is the camera(or the yawpitchroll function) i cant realy seem to find what i did wrong there.
would anyone mind to help me :)? here's a piece of code from my camera function :
D3DXVECTOR3 Target(0, 0,0);
D3DXVECTOR3 sac(0, 300,0);
D3DXVECTOR3 m_UpVector(0, 0, -1);
D3DXMATRIXA16 m_View;
D3DXMATRIXA16 camfix;
D3DXVec3TransformCoord(&cam,&sac,&MainPlayer->Rotation);
//if(cam.y < 0){m_UpVector.z = 1;}//ignore this. probably useless
D3DXMatrixLookAtLH(&m_View, &cam, &Target, &m_UpVector);
D3DXMatrixTranslation(&camfix,-MainPlayer->x,-MainPlayer->y,-MainPlayer->z);
p_dx_Device->SetTransform(D3DTS_VIEW, &(camfix*m_View));
and my object's matrix :
D3DXMatrixTranslation(&Cordinates,x,y,z); // translation matrix
D3DXMatrixRotationYawPitchRoll(&Rotation,roty,rotx,rotz);
D3DXMatrixScaling(&Scale,scalex,scaley,scalez); //rotation matrix
p_dx_Device->SetTransform(D3DTS_WORLD, &(Scale*Rotation*Cordinates));
sorry for the bother, i will realy appreciate help :)