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Mesh Object Not Rendering

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I have built a mesh object from scratch, but it is not rendering. I have lighting off and culling set to none. My mesh is built using vertex format... // setup vertex format D3DVERTEXELEMENT9 VertexFormat[] = { { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, { 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0}, { 0, 24, D3DDECLTYPE_D3DCOLOR , D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; using the line... if (FAILED(D3DXCreateMesh(nTriangleCount, nTriangleCount*3, D3DXMESH_MANAGED | D3DXMESH_32BIT, VertexFormat, InEngine.pD3DDevice, &pMesh))) return FALSE; which is completing sucessfully. My vertex and index buffers are being filled sucessfully and I am then using... // calculate normals if (FAILED(D3DXComputeNormals(pMesh, NULL))) return FALSE; which also completes sucessfully. Still nothing. I know it is not my camera etc, because I am rending a hardcoded primitive which I can see fine. What am I missing here? Thanks

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Hmm, think I found the problem. I removed color from the vertex format and
it worked.

How come position and color alone is not a valid FVF?

Rael

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