   D3DX10CreateMesh limitations?
  I've created a project that loads a few meshes, then creates mesh objects with "D3DX10CreateMesh". I can load up about 4, then the program crashes on this line:if (FAILED(D3DX10CreateMesh(dxdev, layout, 4, "POSITION", numverts, numtris, D3DX10_MESH_32_BIT, &objects[ocount].mesh)))It seems like I can load 1 or 2 more depending on whether I use low poly meshes of high poly meshes..is there some kind of limitations on using directx meshes? like max verts, or max indices or something?thanks for any *pointers[:)]   
  I tried this too:if(Failed(D3DX10CreateMesh(dxdev, layout, 4, "POSITION", numv, numt, D3DX10_MESH_32_BIT, &objects[ocount].mesh)))return 0;//--------------------------bool Failed(HRESULT hr){if(FAILED(hr)){const TCHAR*derr = DXGetErrorString(hr);const TCHAR*ddesc = DXGetErrorDescription(hr);MessageBox(NULL, ddesc, derr, MB_OK);return true;}return false;}and it doesnt even get to producing an error, but VC++ throws this one:Quote:First-chance exception at 0x75099617 in 3d.exe: Microsoft C++ exception: long at memory location 0x0012fcd0..Unhandled exception at 0x75099617 in 3d.exe: Microsoft C++ exception: long at memory location 0x0012fcd0..;  This is embarrasing to admit, espessially after the *pointer joke, but I figured out the problem. I was statically allocating 2 elements for one of the arrays! I filled the two elements and VC++ just kept packing everything onto the end of it, even though I hadn't allocated the space for it....until it overwrote something important. I keep forgetting that the debugger doesn't catch that. ugh..on another note, while I'm here, can anyone tell me why the time limit for deleting your own post is so painfully short!?