   Odd clipping [MDX]
  Here is a screenshot of my app rendering a meshAs you can see it looks like it is clipping incorrectly.I have enabled the depth stencil and disabled culling in an attempt to correct this, but it has not workedpres.EnableAutoDepthStencil = true;pres.AutoDepthStencilFormat = DepthFormat.D16;device.RenderState.CullMode = Cull.None;What could be causing this?   
  What are your near/far planes set to when you create the camera/view matrix? If you have a really huge far plane then your 16 bit zbuffer won't have enough accuracy to determine what is in front of what. Try making far a lower number.   ;  Just to extend thezbuffers post, it seems you have the depth/zbuffer issues there. You might want to try a near and far clipping plane of 1.0f and 1000.0f respectively. Also make sure that your culling is set to culling counter clockwise.i.e.device.RenderState.CullMode = Cull.CounterClockwise;It is not a clipping problem really but more like a zfighting type of problem.Try what I suggested and thank you to thezbuffer who answered first.I hope this helps.Take care.   ;  I had the near clipping plane set to 0.0f not 1.0f, this is what was causing the errors.Also, I tried setting the zbuffer to 32 bit, but when I did there is a run-time error with the call todevice = new Device(0, DeviceType.Hardware, this.splitContainer1.Panel1.Handle,  CreateFlags.SoftwareVertexProcessing, pres);The error message returned is "D3DERR_NOTAVAILABLE". Does this mean my machine does not support a 32 bit zbuffer, or something else?   ;  bump   