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DX11 [SlimDX/Dx11] Vertices not being passed to the pipeline?

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So I'm trying to draw an indexed model. Here's the code which loads vertex and index buffers:


public void Load(Vertex[] vertices, Int32[] indices)
{
//Write Vertices
DataStream vStream = new DataStream(vertices, true, true);
BufferDescription vBufferDescription = new BufferDescription()
{
BindFlags = BindFlags.VertexBuffer,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
StructureByteStride = Marshal.SizeOf(typeof(Vertex)),
SizeInBytes = Marshal.SizeOf(typeof(Vertex)) * vertices.Length,
Usage = ResourceUsage.Default
};
this.vBuffer = new Dx11Buffer(this.device, vStream, vBufferDescription);
this.vBufferBinding = new VertexBufferBinding(this.vBuffer, Marshal.SizeOf(typeof(Vertex)), 0);
vStream.Dispose();
//Write Strip Indices
DataStream iStream = new DataStream(indices, true, true);
BufferDescription iBufferDescr = new BufferDescription()
{
BindFlags = BindFlags.IndexBuffer,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
SizeInBytes = Marshal.SizeOf(typeof(Int32)) * indices.Length,
StructureByteStride = Marshal.SizeOf(typeof(Int32)),
Usage = ResourceUsage.Default
};
this.iBuffer = new Dx11Buffer(this.device, iStream, iBufferDescr);
iStream.Dispose();
}


and here's my draw code:


context.ClearRenderTargetView(this.renderTargetView, new Color4(Color.Azure.ToArgb()));
context.InputAssembler.SetIndexBuffer(iBuffer, SlimDX.DXGI.Format.R32_UInt, 0);
context.InputAssembler.SetVertexBuffers(0, vBufferBinding);
context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
context.DrawIndexed(iBuffer.Description.SizeInBytes / Marshal.SizeOf(typeof(Int32)), 0, 0);
swapChain.Present(0, PresentFlags.None);


I've debugged my app in PIX and it appears that the vertex data is not being passed into the vertex shader correctly: the correct number of vertices are loaded however they have all components set to 0.

Any ideas?

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