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Unsized uniform arrays in Cg?

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Does anybody know any example that shows the use of unsized uniform arrays in Cg? My program is compiling but it doesnt work. Here is my program:

void light_particle( float3 position : POSITION,
float2 texCoord : TEXCOORD0,
out float4 oPosition : POSITION,
out float4 oColor : COLOR0,
out float2 oTexCoord0 : TEXCOORD0,
uniform float4 ambientLight,
uniform float3 lightPos[],
uniform float3 lightColor[],
uniform float lightRange[])
float4 outPos = transformSprite(position);
oPosition = outPos;
float2 coord = transformCoord(texCoord);
oTexCoord0 = coord;

float4 outColor = ambientLight;
for (int t=0; t<lightPos.length; t++)
float3 diff = outPos.xyz-lightPos[t];
float squaredDist = dot(diff,diff);
float squaredRange = lightRange[t]*lightRange[t];
squaredRange = max(squaredDist, squaredRange);
float attenBias = 1-(squaredDist/squaredRange);
outColor += float4(lightColor[t],0)*attenBias;

oColor = color0*outColor;

The loop ins't running even once, I don't know if I'm sending the data correctly.

This is what I do:

D3DXVECTOR3 pos[nLights];
cgD3D9SetUniformArray(lightPosParam, 0, nLights, pParam);

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