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Hi, I'm having a problem using the TextureCubeArray shader resource view type. I can create the resource and view without problems, however when I reference the TextureCubeArray object in the .fx file, D3DX10CreateEffectFromFileA just returns E_FAIL - no error messages from the debug layer. I've created a 10.1 device, I'm using fx_4_1 as the effect profile, and ps_4_1 when compiler the shader. I declare the object in the .fx file as follows: TextureCubeArray g_txCubearray; and it is referenced in the pixel shader like this return g_txCubearray.Sample( samLinear, float4(input.Pos3D.x, input.Pos3D.y, input.Pos3D.z, 0)); If I pass a float3 into Sample, I get a runtime error 'incorrect number of arguments', but using a float4 I just get E_FAIL returned and no errors. If I change TextureCubeArray to Texture2DArray, there are no errors (but obviously visual corruption when running). This happens both on ref and hal devices. Has anyone succesfully used this, or know what I am doing wrong? Google just throws me back to the SDK.

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