   rendering issue
  It's suppose to be a body. It only renders the outline of it for some odd reason.What could be causing this? I don't have any lighting or anything...//////d3d9 initd3d = Direct3DCreate9( D3D_SDK_VERSION );///// Verifying HAL support   D3DDISPLAYMODE mode;   d3d->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &mode );   HAL_Support = d3d->CheckDeviceType( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, mode.Format, mode.Format, true );//////// Grab device information   D3DPRESENT_PARAMETERS d3dpp;   ZeroMemory( &d3dpp, sizeof(d3dpp) );   d3dpp.Windowed = TRUE;   d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;   d3dpp.hDeviceWindow = hWnd;HRESULT result = d3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &d3ddev );////// renderd3ddev->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.f, 0 );d3ddev->BeginScene();for( unsigned i = 0; i < ListOfObjects.size(); i++ ){Object& Obj = ListOfObjects;for( unsigned j = 0; j < Obj.ListOfAssets.size(); j++ ){Asset &_Asset = Obj.ListOfAssets[j];for( unsigned k = 0; k < _Asset.ListOfMeshes.size(); k++ ){Mesh_D3D9 &_Mesh = _Asset.ListOfMeshes[k];d3ddev->SetStreamSource( 0, _Mesh.VertexBuffer, 0, sizeof(Vertex_D3D9) );d3ddev->SetIndices( _Mesh.IndexBuffer );d3ddev->SetVertexDeclaration( _Mesh.VertexDecl );int num_tris = _Mesh.NumIndices() / 3;d3ddev->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, _Mesh.NumVertices(), 0, num_tris );}}}d3ddev->EndScene();d3ddev->Present( NULL, NULL, NULL, NULL );//swaps buffersclass Vertex_D3D9{   public:D3DXVECTOR3 Position;D3DXVECTOR3 Normal;};class Mesh_D3D9 : Mesh{public :////////// Constructor, DestructorMesh_D3D9();virtual ~Mesh_D3D9();////////// Member VariablesIDirect3DVertexBuffer9* VertexBuffer;IDirect3DIndexBuffer9* IndexBuffer;D3DVERTEXELEMENT9 *declaration;IDirect3DVertexDeclaration9 *VertexDecl;Vertex_D3D9 *Vertices;////////// Methodsinline DWORD NumDeclarationElements(){ return _NumberDeclarationElements; }private ://///////// Member VariablesDWORD _NumberDeclarationElements;};void CreateAndLockVertexBuffer( Mesh_D3D9 &_Mesh ){HRESULT result = d3ddev->CreateVertexBuffer( _Mesh.NumVertices() * sizeof( Vertex_D3D9 ), D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &_Mesh.VertexBuffer, 0 );void *Vertices = NULL;result = _Mesh.VertexBuffer->Lock( 0, 0, (void**)&Vertices, 0 );   memcpy( Vertices, _Mesh.Vertices, sizeof( MVV::Vertex_D3D9 ) * _Mesh.NumVertices() );result = _Mesh.VertexBuffer->Unlock();}void CreateAndLockIndexBuffer( Mesh_D3D9 &_Mesh ){HRESULT result = d3ddev->CreateIndexBuffer( _Mesh.NumIndices() * sizeof( DWORD ), D3DUSAGE_DYNAMIC, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &_Mesh.IndexBuffer, 0 );void *Indices = NULL;result = _Mesh.IndexBuffer->Lock( 0, 0, (void**)&Indices, 0 );memcpy( Indices, _Mesh.Indices, sizeof( DWORD ) * _Mesh.NumIndices() );result = _Mesh.IndexBuffer->Unlock();}void InitializeDeclarationElements( Mesh_D3D9 &_Mesh ){_Mesh._NumberDeclarationElements = 3;_Mesh.declaration = new D3DVERTEXELEMENT9[ _Mesh._NumberDeclarationElements ];_Mesh.declaration[0].Stream = 0;_Mesh.declaration[0].Offset = 0;_Mesh.declaration[0].Type = D3DDECLTYPE_FLOAT3;_Mesh.declaration[0].Method = D3DDECLMETHOD_DEFAULT;_Mesh.declaration[0].Usage = D3DDECLUSAGE_POSITION;_Mesh.declaration[0].UsageIndex = 0;_Mesh.declaration[1].Stream = 0;_Mesh.declaration[1].Offset = 12;_Mesh.declaration[1].Type = D3DDECLTYPE_FLOAT3;_Mesh.declaration[1].Method = D3DDECLMETHOD_DEFAULT;_Mesh.declaration[1].Usage = D3DDECLUSAGE_NORMAL;_Mesh.declaration[1].UsageIndex = 0;_Mesh.declaration[ _Mesh._NumberDeclarationElements - 1 ].Stream = 0xFF;_Mesh.declaration[ _Mesh._NumberDeclarationElements - 1 ].Offset = 0;_Mesh.declaration[ _Mesh._NumberDeclarationElements - 1 ].Type = D3DDECLTYPE_UNUSED;_Mesh.declaration[ _Mesh._NumberDeclarationElements - 1 ].Method = 0;_Mesh.declaration[ _Mesh._NumberDeclarationElements - 1 ].Usage = 0;_Mesh.declaration[ _Mesh._NumberDeclarationElements - 1 ].UsageIndex = 0;}
  It looks like the model is being clipped by the near plane (bad), and also has backface culling off (normal)It could be the opposite (far plane clipping, and the model is being frontface culled instead)   ;  Thanks. That turns out to be exactly it (clipping against the near plane). I just translated it along the z-axis and it looks fine.   