   D3DXIntersectTri, suitable for spheres?
  currently, i use D3DXIntersectTri to detect collision between my player and other objects in the world. the problem is that sometimes my player's direction doesnt hit any polygon in a mesh, yet my player's sphere might hit the sphere, and as for now i cant or dont know how to use D3DXIntersectTri to detect if the sphere touched an object.is it even possible? i thought of shooting a ray from the non player object in a direction which is reversed to the player's direction. shooting the ray using D3DXSphereBoundProbe from each vertex in that object, but after that what do i do if i find collision? and what do i do if more than one ray intersects? well, i am defintly not a professional so i guess this way wouldnt work.any ideas on how do i detect if the player's sphere colided with an object even if the ray that moves in the player's direction does not hit the object?   
  bump fo' great justice?   ;  Generally speaking, you shouldn't need to use triangle-perfect collision detection. If you absolutely MUST, the fastest method would prolly be to just do a point-sphere test on the object's vertexes. Take the collision closest to the orginal position of the sphere, and then run a negative ray-sphere test on orginal sphere position in order to determine the exact point of intersection.As with any space-based tests, some sort of culling system will help improve performance dramatically. Start with bounding sphere tests, and try to break the model into small groups of vertexes in order to minimize testing.   