   Meshes rendering weirdly
  As my last question was solved a new one arose. Now whenever my mesh and texture render it doesn't look right. I don't really know how to explain it, what's going on or how to solve it. So I took a screenshot, any help would be appreciated.http://img11.imageshack.us/img11/6830/ungh.jpg   
  EDIT: Here's my code:LPD3DXMESH Human;DWORD Human_Mats_Num;D3DMATERIAL9* Human_Mat;LPDIRECT3DTEXTURE9* Human_Texture; VOID Load_Mesh::Load_At_StartUp(LPDIRECT3DDEVICE9 g_pd3dDevice){LPD3DXBUFFER Human_Buff_Mats;if(FAILED(D3DXLoadMeshFromX("..\\airplane 2.x", D3DXMESH_SYSTEMMEM, g_pd3dDevice, NULL, &Human_Buff_Mats, NULL, &Human_Mats_Num, &Human))){MessageBox(NULL, "Fail1", "Fail", MB_OK);return;}D3DXMATERIAL* tempMaterials = (D3DXMATERIAL*)Human_Buff_Mats->GetBufferPointer();Human_Mat = new D3DMATERIAL9[Human_Mats_Num];Human_Texture = new LPDIRECT3DTEXTURE9[Human_Mats_Num];for(DWORD i = 0; i < Human_Mats_Num; i++){Human_Mat = tempMaterials.MatD3D;Human_Mat.Ambient = Human_Mat.Diffuse;if(FAILED(D3DXCreateTextureFromFile(g_pd3dDevice, tempMaterials.pTextureFilename, &Human_Texture))){Human_Texture = NULL;//MessageBox(NULL, (LPCSTR)tempMaterials.pTextureFilename, "Fail", MB_OK);}}}VOID Load_Mesh::Render_Meshes(LPDIRECT3DDEVICE9 g_pd3dDevice){for(DWORD i = 0; i < Human_Mats_Num ; i++)subset{if(i != -1776){g_pd3dDevice->SetMaterial(&Human_Mat);if(Human_Texture != NULL){g_pd3dDevice->SetTexture(0, Human_Texture);}    Human->DrawSubset(i);}}};  Check that z-reading/writing is on.g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);   ;  I tried that but it still happens.   ;  Solved it.   ;  How exactly? I have the same problem.Thx   ;  Hi there.  Would is have something to do with your perspective fov. If your useing D3DXMatrixPerspectiveFovLH then look at the Aspect parameter.   ;  Nevermind, problem solved ;) It was due the clipping planes. I put them on 1 to 1000 and it works fine now.Cheers   