ok thanks for reply..

ok so..

Code:
 if PerfCount.PhysicsElapsedTime >= (1 / 60) then begin
  NewtonUpdate(NewtonWorld, 1 / 60);
  PerfCount.PhysicsElapsedTime := PerfCount.PhysicsElapsedTime - (1 / 60);
 end;
i have added this for newton update (which seems to be working)

Code:
procedure TNewtonBox.Render;
var
 v: Integer;
 matWorld: TD3DMatrix;
begin
 NewtonBodyGetMatrix(NewtonBody, @matWorld.m[0,0]);

 Engine.ResMan.DX_Device.SetTransform(D3DTS_WORLD, matWorld);

 v := 0;
 while (v < Model.NumMaterials) do begin
  // Set the material and texture for this subset
  Engine.ResMan.DX_Device.SetMaterial(Model.pMeshMaterials[v]);
  Engine.ResMan.DX_Device.SetTexture(0, Model.pMeshTextures[v]);

  // Draw the mesh subset
  Model.pMesh.DrawSubset(v);

  Inc(v);
 end;
end;
i am using this for rendering the box, how would i go about transforming via vertices rather then matrix? thanks again you have been very helpful.