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Replacing ID3DXEffect::SetTexture with raw device-SetTexture

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Hi all, Could anybody help me out with this one? I basically want to replace the SetTexture call made by ID3DXEffect with my own called right on the device. I have the shaders that are going to be drawn with and the texture handles into the effect. However I don't know the stages which bind these textures to. The following code does not work(it is called after effect->Begin and BeginPass so the pixel shader is set correctly):
shader->GetFunction(&buffer, &a)

D3DXGetShaderConstantTable(buffer, &table);

device->SetTexture(table->GetSamplerIndex(m_DiffuseMap), diffusetex);

the d3dx return codes are ok. Thanks

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