Custom mesh loading problem[SOLVED]

Hi , i finished my mesh loader but i can’t get it to work properly… It seems that the data is loaded correctly , but it’s always 1/3 of my mesh is rendered (i’m assuming that theres something wrong with the index buffer but can’t figure it out , its like the draw range should be indexCount * 3…)

There should be 10 spheres on this picture but only 3.33 of them are visible :

Here’s my loading code (NOTE : I used the push method to fill the buffers so it’s easier to read the code)

[code]Urho3D::StaticModel * TFSceneLoader::readStaticModel(Urho3D::File &file)
{
// parse the file and load the corresponding data (exported from 3ds max)
int numMeshBuffers = file.ReadInt();

// Use dynamic lighting ? (Not used in Urho3D)
bool useDynamicLighting = file.ReadBool();

// list of all materials used by this model
Urho3D::Vector<Urho3D::SharedPtr<Urho3D::Material> > materials;

INFLOG("---------- LOADING MESH STARTED --------------------\n");
INFLOG("       Num mesh buffers : %d " , numMeshBuffers)

// first read materials.They are stored in the same order as the VertexBuffers
for (int x = 0; x < numMeshBuffers; x++)
{
	Urho3D::SharedPtr<Urho3D::Material> mat(readMaterial(file));
	materials.Push(mat);
}

Urho3D::SharedPtr<Urho3D::Model> model(new Urho3D::Model(context_));
model->SetNumGeometries(numMeshBuffers);

Urho3D::BoundingBox bb;

// read Geometries (mesh buffers in irrlicht)
// One geometry component holds 1 vertex and index buffer
for (int m = 0; m < numMeshBuffers; m++)
{
	Urho3D::SharedPtr<Urho3D::Geometry> newGeometry(new Urho3D::Geometry(context_));
	
	int numVertices = file.ReadInt();
	char uvSets = file.ReadByte();

	INFLOG("              Num Vertices : %d " , numVertices)
	INFLOG("              Vertex type : %d " , uvSets)

	unsigned int vertexDecl = Urho3D::MASK_POSITION|Urho3D::MASK_NORMAL|Urho3D::MASK_TEXCOORD1;
	if (uvSets == 2) vertexDecl |= Urho3D::MASK_TEXCOORD2;
	
	// Create vertexData buffer
	Urho3D::Vector<float> vertexData;

	for (int v = 0; v < numVertices; v++)
	{
		Urho3D::Vector3 pos = file.ReadVector3(); 
		Urho3D::Vector3 normal = file.ReadVector3(); 
		Urho3D::Vector2 uv1 = file.ReadVector2();

		vertexData.Push(pos.x_); vertexData.Push(pos.y_); vertexData.Push(pos.z_);
		vertexData.Push(normal.x_); vertexData.Push(normal.y_); vertexData.Push(normal.z_);
		vertexData.Push(uv1.x_); vertexData.Push(uv1.y_);
                                      
                                      // If there's 2nd uv set for lightmap...
		if (vertexDecl & Urho3D::MASK_TEXCOORD2)
		{
			Urho3D::Vector2 uv2 = file.ReadVector2();
			vertexData.Push(uv2.x_);
			vertexData.Push(uv2.y_);
		}
		// store aabb point;
		bb.Merge(pos);
	}

	// read index buffer :
	int indexCount =  file.ReadInt();
	Urho3D::Vector<unsigned short> indexData;

	INFLOG("              Num indices : %d " , indexCount)

	for (int ib = 0; ib < indexCount; ib++)
	{
		indexData.Push(file.ReadUShort());
		indexData.Push(file.ReadUShort());
		indexData.Push(file.ReadUShort());
	}

	// create vertex buffer
	Urho3D::SharedPtr<Urho3D::VertexBuffer> vertexBuffer(new Urho3D::VertexBuffer(context_));
	vertexBuffer->SetShadowed(true);
	vertexBuffer->SetSize(numVertices , vertexDecl);
	vertexBuffer->SetData(&vertexData[0]);
	
	// create index buffer
	Urho3D::SharedPtr<Urho3D::IndexBuffer> indexBuffer(new Urho3D::IndexBuffer(context_));
	indexBuffer->SetShadowed(true);
	indexBuffer->SetSize(indexCount , false);
	indexBuffer->SetData(&indexData[0]);

	// add buffers to geometry
	newGeometry->SetVertexBuffer(0 , vertexBuffer);
	newGeometry->SetIndexBuffer(indexBuffer);
	newGeometry->SetDrawRange(Urho3D::TRIANGLE_LIST, 0, indexCount);

	model->SetGeometry(m , 0 , newGeometry);
	model->SetNumGeometryLodLevels(m,1);	
}

model->SetBoundingBox(bb);

INFLOG("---------- LOADING MESH FINISHED --------------------\n");

Urho3D::StaticModel * staticModel = new Urho3D::StaticModel(context_);
staticModel->SetModel(model);

for (int m = 0; m < numMeshBuffers; m++)
{
	staticModel->SetMaterial(materials[m]);
}
return staticModel;

}[/code]

I checked : i load the correct number of vertices and indices.

AHHH how could i be so blind… i had to

and not

It works perfectly now…