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DX9 vs DX8 SetVertexShader() question

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In drawing 3 vertices to the screen in order to draw a triangle, you eventually call : In DirectX 8.1 : IDirect3DDevice8::SetVertexShader(DWORD handle); In DirectX 9.0 : IDirect3DDevice9::SetVertexShader(IDirect3DVertexShader9 *pShader); In 8, you pass a FVF code, like D3DFVF_XYZRHW|D3DFVF_DIFFUSE In 9 you pass a IDirect3DVertexShader9 object, which lead me to think maybe theres a Create() function, which there was : HRESULT CreateVertexShader(const DWORD *pFunction, IDirect3DVertexShader9** ppShader); How does it work? Why is it done this way now? Whats a pFunction? (Dont say "its a Pointer to the vertex shader function token array", thats gibberish to me, well, the token part anyhow) Am I supposed to do something else in the render function other than : Clear(...); BeginScene(...); SetVertexShader(...);//this is where the problem is i think SetStreamSource(...); DrawPrimitive(...); EndScene(...); Present(...); Im just trying to get a grip on DX9, now that Im finally comfortable w DX8 :P Is there anything new I need just to draw a triangle on the screen? -Jason

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If you just need a fixed function shader, then use SetFVF, otherwise you probably want to look at the D3DXAssembleShader or D3DXCompileShader functions.

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In Direct3D9 the SetVertexShader() function is redefined and the purpose for it has been changed.
If you want to use the Fixed Function Pipeline, choose from SetFVF() and SetVertexDeclaration().

Hope that is what you meant..

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Its still not putting the triangle the screen. Heres what Im doing now:

Definitions etc..


vertex polyvertices[] =

In my initialization on direct3d

pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
pD3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

to create my vertex buffer
[source lang = "cpp"]
IDirect3DVertexBuffer9 *cGraphics::CreateVBuffer(IDirect3DVertexBuffer9 *buffer)
void *vertices = 0;

pD3DDevice->CreateVertexBuffer(sizeof(polyvertices), D3DUSAGE_WRITEONLY, D3D8T_CUSTOMVERTEX, D3DPOOL_MANAGED, &buffer, NULL);

ghr=buffer->Lock(0, 0, &vertices, 0);

memcpy(vertices, polyvertices, sizeof(polyvertices) );


return buffer;

And to draw it all

pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(128,128,128), 1.0f, 0);


pD3DDevice->SetStreamSource(0,poly, 0 ,sizeof(vertex));
pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0, 1);

pD3DDevice->Present(NULL, NULL, NULL, NULL);

Just a grey screen, no triangle :(


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