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What I am planning to do is have the models (or maybe just an identifier for the model to be used) stored outside of the directX9 framework, and so in nature have completely dynamic rendering.

All of the information that I have found contains static rendering (rendering models that are stored in memory at specific positions)

I would like information on how to take a model (or identifier for a model type) that is stored outside of the framework, and render it to the screen. I am expected to take a container that holds all the relevant data to be rendered.

The information outside would hold the position, orientation (quaternion, though I am told that I can also get a rotation matrix if I prefer), and dimensions (scale)

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I don't have any idea what sources of information you're talking about. All three pieces of information you're talking about—position, orientation, scale—all fit within a single 4x4 matrix, which Direct3D 9 calls the "world transform." What you call "dynamic rendering" is simply updating that matrix before rendering your model. – John Calsbeek Apr 2 '12 at 22:08
@johnCalsbeek I understand how to take that information, and make the combo matrix. I was stating that it would be made available to me. the problem that I am running into is rendering the meshes themselves dynamically (when needed) as stated in paragraph 3. paragraph 4 simply states what is available to me. – gardian06 Apr 3 '12 at 5:30
Still not sure what you mean. On any individual frame, you get an entirely arbitrary jumble of models with arbitrary transforms? What makes the problem more difficult (or more constrained) than simply looping through all of them and rendering? – John Calsbeek Apr 3 '12 at 6:40

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