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clipping problems when using pre-transformed vertices

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Hope someone could help me on this. I am using DrawIndexedPrimitiveUP for rendering a mesh and the vertices are placed in an array. Basically, what we did is apply the whole world*view*projection matrix on the vertices before going to the vertex shader. So in the vertex shader, we just output the input position. The mesh is rendered correctly except when some of the vertices are out of the screen. Is there a way to correct this using only pre-transformed vertices?

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