ok so i can load a mesh perfectly but loading its texture is not working. im not sure what im doing wrong.
here is my code..
//render a single frame
void RenderFrame(void)
{
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    d3ddev->BeginScene();
    d3ddev->SetFVF(CUSTOMFVF);
    InitMatrices();
    D3DXMATRIX matTran;    // a matrix to store the rotation for each triangle
    D3DXMATRIX matRotz;
    D3DXMATRIX matRoty;
    D3DXMATRIX matRotx;
    D3DXMatrixTranslation(&matTran, x, y, z);   
    D3DXMatrixRotationZ(&matRotz, D3DXToRadian(rz));
    D3DXMatrixRotationY(&matRoty, D3DXToRadian(ry));
    D3DXMatrixRotationX(&matRotx, D3DXToRadian(rx));
    d3ddev->SetTransform(D3DTS_WORLD, &(matTran * matRotz * matRoty * matRotx));    // set the world transform
    // draw the spaceship
    for(DWORD i = 0; i < numMaterials; i++)    // loop through each subset
    {
        d3ddev->SetMaterial(&material[i]);    // set the material for the subset
        if(texture[i] != NULL)    // if the subset has a texture (if texture is not NULL)
            d3ddev->SetTexture(0, texture[i]);    // ...then set the texture
        meshSpaceship->DrawSubset(i);    // draw the subset
    }
    d3ddev->EndScene(); 
    d3ddev->Present(NULL, NULL, NULL, NULL);
}
// cleans up Direct3D and COM
void CleanD3D(void)
{
    meshSpaceship->Release();
    d3ddev->Release();    // close and release the 3D device
    d3d->Release();    // close and release Direct3D
}
VOID InitGraphic()
{
    LPD3DXBUFFER bufShipMaterial;
    D3DXLoadMeshFromX(L"ramiz.x",    // load this file
                      D3DXMESH_SYSTEMMEM,    // load the mesh into system memory
                      d3ddev,    // the Direct3D Device
                      NULL,    // we aren't using adjacency
                      &bufShipMaterial,    // put the materials here
                      NULL,    // we aren't using effect instances
                      &numMaterials,    // the number of materials in this model
                      &meshSpaceship);    // put the mesh here
    // retrieve the pointer to the buffer containing the material information
    D3DXMATERIAL* tempMaterials = (D3DXMATERIAL*)bufShipMaterial->GetBufferPointer();
    // create a new material buffer and texture for each material in the mesh
    material = new D3DMATERIAL9[numMaterials];
    texture = new LPDIRECT3DTEXTURE9[numMaterials];
    for(DWORD i = 0; i < numMaterials; i++)    // for each material...
    {
        material[i] = tempMaterials[i].MatD3D;    // get the material info
        material[i].Ambient = material[i].Diffuse;    // make ambient the same as diffuse
        D3DXCreateTextureFromFile(d3ddev,
                                    L"ramiz.x"
                                    ,
                                    &texture[i]);
        texture[i]=NULL;
     }
}
 
    