   Meshes not being displayed
  I know somone just asked about meshes not being displayed, and i read it and checked and its not the problem i am having.I cant get meshes to be displayed at all.The app works, and runs in full screen, but all i get is blackness.The following is the code i have used.Game Init: if( NULL == ( g_pd3d = Direct3DCreate9( D3D_SDK_VERSION )))   return;#ifndef DEBUG// Get Display modesUINT displayModeCount = g_pd3d->GetAdapterModeCount( D3DADAPTER_DEFAULT, D3DFMT_X8R8G8B8 );// Go Through the display modesfor( UINT displayMode = 0; displayMode < displayModeCount; displayMode++ ){//Check current display modeg_pd3d->EnumAdapterModes( D3DADAPTER_DEFAULT, D3DFMT_X8R8G8B8, displayMode, &g_d3dDisplayMode );// If it matches what i want, break outif( g_d3dDisplayMode.Width == SCREENWIDTH && g_d3dDisplayMode.Height == SCREENHEIGHT )break;}// End For// Make sure the display mode was matchedif( g_d3dDisplayMode.Width != SCREENWIDTH && g_d3dDisplayMode.Height != SCREENHEIGHT ){MessageBox( NULL, "NO DISPLAY MODE FOUND", "No Display mode found", NULL );PostQuitMessage( 0 );return;} // End if// Setup the d3d Present parametersZeroMemory( &g_d3dpp, sizeof( g_d3dpp ));g_d3dpp.BackBufferCount= 1;g_d3dpp.BackBufferHeight= g_d3dDisplayMode.Height;g_d3dpp.BackBufferWidth= g_d3dDisplayMode.Width;g_d3dpp.SwapEffect= D3DSWAPEFFECT_FLIP;g_d3dpp.MultiSampleType= D3DMULTISAMPLE_NONE;g_d3dpp.BackBufferFormat= g_d3dDisplayMode.Format;g_d3dpp.hDeviceWindow= g_hwnd;g_d3dpp.Windowed= false;g_d3dpp.EnableAutoDepthStencil= true;g_d3dpp.AutoDepthStencilFormat= D3DFMT_D16;g_d3dpp.Flags= NULL;g_d3dpp.PresentationInterval= D3DPRESENT_INTERVAL_DEFAULT;g_d3dpp.FullScreen_RefreshRateInHz= g_d3dDisplayMode.RefreshRate;// Create the d3d Device if( FAILED( g_pd3d->CreateDevice( D3DADAPTER_DEFAULT,// Use the defualt adapterD3DDEVTYPE_HAL,// Use hardware layerg_hwnd,// focus window handle D3DCREATE_SOFTWARE_VERTEXPROCESSING,// Use HARDWARE for vertex processing &g_d3dpp,// Present params &g_pd3dDevice )))// Ponter to device {    MessageBox( NULL, "Could not create Divice", "Could not create device", NULL );return; }// Store Device typeg_d3dDevType = D3DDEVTYPE_HAL;// Setup the view portg_d3dVpMain.X = 0;g_d3dVpMain.Y = 0;g_d3dVpMain.Width = SCREENWIDTH;g_d3dVpMain.Height = SCREENHEIGHT;g_d3dVpMain.MinZ = 0.0f;g_d3dVpMain.MaxZ = 1.0f;// Set Viewportg_pd3dDevice->SetViewport( &g_d3dVpMain );  Then Scene init // init the cameraD3DXVECTOR3 vLookAt, vEyePt, vUpVec;vLookAt.x = 0.0f; vLookAt.y = 0.0f; vLookAt.z = 5.0f;vEyePt.x = 0.0f; vEyePt.y = 0.0f; vEyePt.z = 0.0f;vUpVec.x = 0.0f; vUpVec.y = 1.0f; vUpVec.z = 0.0f;g_Camera.SetViewParams( vEyePt, vLookAt, vUpVec );g_Camera.SetProjParams( D3DX_PI / 4, SCREENWIDTH / SCREENHEIGHT, 0.0f, 500.0f );// init the groundg_Ground.Create( g_pd3dDevice, "xground.x" );g_Ground.SetFVF( g_pd3dDevice, D3DFVF_CUSTOMVERTEX );D3DXVECTOR3 vLoc;D3DXMATRIX matTemp;vLoc.x = 0; vLoc.y = 0; vLoc.z = 10;D3DXMatrixTransformation( &matTemp, NULL, NULL, NULL, NULL, NULL, &vLoc );g_Ground.SetMatrix( matTemp );SAFERELEASE( &matTemp );SAFERELEASE( vLoc );  Then in render // This debug code will just set the camera and view matrices, and then render the temp ground.g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0,0,255 ), 1.0f, 0 );// Set the world matrixD3DXMatrixIdentity( &g_WorldMat );g_pd3dDevice->SetTransform( D3DTS_WORLD, &g_WorldMat );g_pd3dDevice->SetTransform( D3DTS_VIEW, &g_Camera.GetViewMatrix() );g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &g_Camera.GetProjMatrix() );g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );// Begin the sceneg_pd3dDevice->BeginScene();g_Ground.Render( &g_pd3dDevice, g_WorldMat );g_pd3dDevice->EndScene();g_pd3dDevice->Present( NULL, NULL, NULL, NULL );  I have been playing with diffrent matries and moving the camera, but i get nothing. Maybe i am using the CD3DFile class wrong? But i cant find any tuts or examples on it. I just am going from what i can figure out after reading all the code for it.Anyone have any ideas what i am doing wrong?Many thanks in advance 
  you need to call g_Ground.InitDeviceObjects()or something like thatmaybe RestoreDeviceObjects()instead of CD3DFile possibly use CD3DMesh  ;  Ok, i will give it a try. I Tried using CD3DMesh before. But the only thing is, i didnt see how to use matrices to transform the mesh. I would rather use CD3DMesh, if somone could tell me how to transform it.Thanks btw.[edit]I changed my scene init to this    // init the cameraD3DXVECTOR3 vLookAt, vEyePt, vUpVec;vLookAt.x = 0.0f; vLookAt.y = 0.0f; vLookAt.z = 5.0f;vEyePt.x = 0.0f; vEyePt.y = 0.0f; vEyePt.z = 0.0f;vUpVec.x = 0.0f; vUpVec.y = 1.0f; vUpVec.z = 0.0f;g_Camera.SetViewParams( vEyePt, vLookAt, vUpVec );g_Camera.SetProjParams( D3DX_PI / 4, SCREENWIDTH / SCREENHEIGHT, 0.0f, 500.0f );// init the groundg_Ground.Create( g_pd3dDevice, "xground.x" );g_Ground.SetFVF( g_pd3dDevice, D3DFVF_CUSTOMVERTEX );D3DXVECTOR3 vLoc;D3DXMATRIX matTemp;vLoc.x = 0; vLoc.y = 0; vLoc.z = 10;D3DXMatrixTransformation( &matTemp, NULL, NULL, NULL, NULL, NULL, &vLoc );g_Ground.SetMatrix( matTemp );g_Ground.RestoreDeviceObjects( g_pd3dDevice );SAFERELEASE( &matTemp );SAFERELEASE( vLoc );  and it didnt work.Maybe i am missing a matrix transformation or something somewhere?[edited by - Bacardi34 on January 30, 2003 2:12:20 PM];  it''s pretty strang that u see blacknesscause to clear up the screen in render() you use 0,0,255 = blue color.I imagine that either the camera is inside the mesh and mesh is not lighted properly, or your app doesnt render at all (for some reason)just my $0.02  ;  normally you dont need to set the fvf.the problem could possibly be with your .x file.if you have the dx sdk installed go to.c:\dxsdk\samples\tutorials\tutorial 1\the path is something like that im not completely sure cause i dont have it on this comp.take the tiger.x and tiger.bmp files and try loading that./// --------------something else I just noticed actuallyyour camera is at position 0,0,5 looking at position 0,0,0and your mesh is sitting at 0,0,10.so the mesh would be behind you  ;  The other wierd thing is that when i run it in windowed mode, it cycles through colors like crazy. So something is wrong, i just am not sure what. I know the mesh i have is good, because it works in the dxmesh view program that came with the sdk any other thoughts?Thanks for the input