first i substitute a few common vertex shader funtions for SetFVF
then i multiply view/projection/world matrix to substitute SetVertexShaderConstantF for SetTransform
but the rotating effect is odd and if x/y/z's value is lower then zero, it will not be displayed
the shader assembler is as follows
"m4x4 oPos, v0, c0\n"
"mov oD0, v1\n"