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Vertex Shader and Fixed Function Pipeline in DX9.0C

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when i create a device with D3DCREATE_HARDWARE_VERTEXPROCESSING,i found after i draw sth use vertexshader,the matrix in d3d transformation engine is reset to Identity,pls see code below pD3D9->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &pd3dDevice9 ); //settransform before use vertexshader pd3dDevice9->SetTransform(D3DTS_PROJECTION,&projMtx); pd3dDevice9->SetTransform(D3DTS_VIEW,&viewMtx); pd3dDevice9->SetTransform(D3DTS_WORLD,&worldMtx); //draw something using vertexshader pd3dDevice9->SetVertexDeclaration(pDecl); pd3dDevice9->SetVertexShader(pShader); pd3dDevice9->SetStreamSource(); pd3dDevice9->DrawXXXXX() //draw something using fixed function pd3dDevice9->SetVertexShader(NULL); pd3dDevice9->SetFVF(CUSTOM_FVF); pd3dDevice9->DrawXXXXX();//here the vertices seems not transformed by projMtx,viewMtx,worldMtx but when i use D3DCREATE_SOFTWARE_VERTEXPROCESSING to create a device,it will not happen.can anyone tell me why?

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