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I found out the source of the problem. After days and days, I understood (at last) that with SetRenderState (in DirectX9), floats have to be converted into DWORDs in this way: *((DWORD*)&f) where f is the floating point. I already used this method for fog, but I forgot it and it took me other weeks to learn it again. I hope this answer will help ...


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You can look at the legacy DirectX SDK Direct3D 9 sample Pick or the Direct3D 10 sample Pick10. Generally you don't actually want to use the same geometry to render as you do for doing collision detection. Most games will first use simple bounding geometry like spheres, axis-aligned boxes, oriented-boxes or cylinders and make decisions from that. If after ...



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