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Problems with software vert processing and ref device

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I'm having problems with this, basically, the data in an HLSL structure is incorrect (I'm trying to debug and looks like the values been shifted around some). When I use a HAL device, things seem fine. Was wondering if anyone had any insight into this. Device creation:
Quote:
hr = m_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_REF, (HWND)g_pPlatform->GetWindowHandle(), D3DCREATE_SOFTWARE_VERTEXPROCESSING, &m_PresentParams, &m_pD3DDevice);
My HLSL structure:
Quote:
struct Light { int Type; float4 Pos; float3 Dir; float3 Ambient; float3 Diffuse; float3 Specular; }; Light someLight;
How I set that structure:
Quote:
struct myLight { int Type; float Pos[4]; float Dir[3]; float Ambient[3]; float Diffuse[3]; float Specular[3]; } m_Light; m_Effects[KB_DX9FX_BASIC]->SetValue("someLight", &m_Lights, D3DX_DEFAULT);
Also, I can't seem to create a depth-stencil texture when using a REF device, again no problems with HAL. Was just wondering if all this is normal or not. Thanks

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Have you tried calling SetValue() with a specific size, instead of D3DX_DEFAULT? Perhaps that could shed some light on the issue. Also, have you tried looking at the debug output? Sometimes functions won't fail, while still outputting warning messages.

With the depth-stencil texture...can you view that type of format in the CAPS viewer?

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