   N00bish question. Todally lost with Loading an X object
  I just can''t figure out how to load an x object (direct x 9.0 - Visual c++ 6.0) using the CD3Dfile class. I would really be greatfull if someone would brother to explain me how to do it!I tried to learn it first from the tutorials with the SDK, but the Load Mesh tutorial didn''t use the class at all!!!I used the Direct x 9.0 app wizard to create direct x 9.0 application and I noticed there is the CD3Dfile class wich seems to be good, but I can''t figure out how to use it...so... please? 
  well i just made a function out of their example, why bother knowing what it does! ;  I''d use the Direct3D Extension Library. (D3DX)The .X is like a tree. Every branch can have other branches but some branches have leaves too So you load the frames (branch, don''t mess this up with the animation frame, this is just a data-frame) and each frame can contain other (data)frames and/or some actual data.Using the D3DX Library, you can loop through all the frames and load data if necessary. The "How-To" I won''t bother to tell, but the best advice would be: Copy&Paste =)   .lick;  =)This extension library... is this included at the Direct X 9.0 SDK? ;  CD3DFile already makes use of the D3DX mesh (and texture) related functions and COM object interfaces. and it will automatically load the various frames and meshes within the .x file, building a hierarchy of CD3DFrame/CD3DMesh objects.all you have to do to load a .x file is to use the Create method, passing the app''s D3D device pointer and a string containing the .x file''s filename, e.g.,    m_Mesh.Create(m_pd3dDevice, "mymodel.x&quot ;rendering is just as easy, e.g.,    m_Mesh.Render(m_pd3dDevice) ;if you take a look at the source code for the ShadowVolume sample, for instance, you''ll find everything you need to do when using a CD3DFile object. just search in the ShadowVolume.cpp file for "m_pAirplane". ;  Big hurray to Anymouys Poster!!! This is the kind of an answer I was looking for!!! =) thanx. ;  ADvice: Use a Vertex Buffer and an Index Buffer to draw instead of CD3DMesh::Render() which uses the bitchy ID3DXBaseMesh->DrawSubset().   .lick