It produces black spots like the image i have attached, the shader for the line simply returns the color i pass it
float color[4] = { 1,1,1,1 };
shader->SetFloatArray(gColor,color,4);
In your code snippet, I see geometry generated for a single line segment from (0,0,0) to (2,0,0). How did that end up drawing a circle in the first place? Can you post that piece of code, since it's the relevant part for this question.
Did you use a rotation matrix to trace that single line in all possible angles to crate a sphere? Or is that sphere drawn in some other way? Where exactly in the image is that line (0,0,0)->(2,0,0) drawn?
i made that sphere with d3dxcreatesphere lol. I apologize, the line is supposed to come from the center of the sphere which is at the origin and to the center of another sphere at (2,0,0). That's what all the spheres look like when i try to draw this line sorry for the misunderstanding lol
So the line does not appear at all? Is depth buffering active, perhaps it gets hidden behind the sphere geometry? Try using PIX to debug what kind of output occurs during the line draw step, and to troubleshoot that the device state is what you expect.
Somewhat relevant, I remember I converted the "volumetric lines" demo from OpenGL to Direct3D 9. The demo originally came with the NVidia SDK. Here is the Direct3D9 sample in case it's relevant to your interests.
Also, If you have an NVidia graphics card, you may be interested in checking out NVidia PerfHUD as an alternative to PIX. It's generally very pleasant to work with.