   How to debug DX10 reference count problems?
  HelloI'm programming a small vrml97 mesh viewer for DX10.For one mesh in particular, the program exits with a ref count problem, and I really don't understand why.I would like to know what are the unreleased DX objects, instead of simply the number of objects and total byte size .Could someone help me ?   
  You can use Pix to find out what the reference counts to objects in your scene are. Probably easiest to do a full stream capture, and then select the last Release call in the last frame and have a look at the list of objects and their reference counts. You'll then know exactly what they are as you can visually look at them within Pix.   ;  If you're having ref count problems, I would strongly urge you to consider using a smart COM pointer class (like CComPtr).   ;  Thank youSo I'll learn to use Pix.Before using smart pointers, I'd prefer to figure out what is wrong in my understanding. So later, maybe   ;  You can also set a breakpoint from the dx control center (supposing the allocation id is always the same number).   ;  So I use Pix and get a stream capture. In the events, I select the last release call in the last frame and have a look in objects. But where are the ref count values please ?   ;  I 've learned a bit more about Pix use.I 've found out where the problem come from : there are 2 buffers (ID3D10Buffer *)that stay alive after last frame. One is the mesh vertex buffer (or a copy ?)However, I release the D3DX mesh at the program exiting.What's more this ref count problem happenens only in rare cases (actually only one testing (very simple !) mesh ...)I use DXUT for managing windows and DX instanciations/destructionsSomeone gets an idea ?