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It has always been the case that Direct3D9 won't run the Minecraft example, this is not a new regression. The problem exhibited in that example is that it sometimes defines empty primitives on the model it uses to render the 3D world. We even have a debug message about that in the model class right now, which I am unsure of whether we should remove. Regardless, Direct3D9 breaks down because the API prevents you from allocating a vertex buffer of size 0 which is different from OpenGL.