   Problems w/DX8 & MD2 rendering
  To preface this problem, I have been looking over my code line by line for a few days, so I probably have over-analyzed and burnt myself out. So I hope someone sees something.The problem: The rendered mesh loaded from a MD2 file is rendered in correctly. The legs are rendered back leg before front when rotated. The textures are skewed on the legs, but look ok up top.Thoughts: At first I thought I was setting my Z-Buff wrong, but here''s the code I set a start-up.m_D3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);m_D3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS );m_D3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);m_D3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW );I use CD3DFont class to quickly spit out text, so I thought that maybe the font renderstates where interfering. Moving them directly into the mesh rendering code doesn''t fix things.I render with static VB/IB combo, and use the wrappers directly from the NVidia website. They have to be ok, and yes, I even double checked the source. In the rendering code here''s the run-down.SetVS to the GenericFVF (don''t use a VS file)SetStream(0) to static VBSetInidices to static IBSetTexture(0) to current textureSetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_DISABLE);Render with DIPIt is a VERY simple idea, yet I have NO idea what''s going wrong. I use the MD2 code from Milkshape''s webisite, and have checked every source I could get my hands on.Surely, something minute and simple is going on. E-Mail me a trajar@hotmail.com if you want to look over the source.Thanks for reading this LONG post,Alex Bowen  
  Quake runs in OpenGL.  Have fun converting it to DirectX.  ;  I know I am not building Quake, only using it''s vertex info to build a mesh. Besides, converting the MD2 file to 3DS and importing that using Lib3DS has the same effects.  