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illuminatus

DX8.1 geometry rendering problem....help badly needed.

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Hi everyone, i''m stuck with a problem i seem to be unable to solve. I''m implementing a very basic heightmap->terrain class at the moment and i stopped working on it for a few weeks. now that i opened the project again i discover that it''s not rendering anymore. So i installed the DX8.1 Debug Version and when debugging i get the following debugmessage from DX8:
Direct3D8: (ERROR) :Stream 0 stride should match the stride, implied by the current vertex shader" 
Now, i understand what that means, but the problems are: 1. I didnt change ANYthing in the code. 2. I don''t know what D3D expects as stride when i use
(D3DFVF_XYZ | D3DFVF_DIFFUSE) 
as fvf vertex shader. 3. I used basically the same methods of rendering vertices as there are in the tutorials/Tut02_Vertices tutorial. I have the same vertex structure (ok, except the rhw value). But as i said, the same code was rendering fine before, and now it stopped. (The only difference between earlier and now is that i''m now using VisualStudio.NET instead of VC++6) My vertex struct looks like this:
struct CUSTOMVERTEX {
	FLOAT x,y,z;
	D3DXCOLOR	color;
};
 
Does anyone know how to find out, what D3D expects as stride? Any help is greatly appreciated.

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Guest Anonymous Poster
Do you set the correct vertex shader?
ie. you should be using the fixed function pipeline as shader via:
d3dDevice->SetVertexShader( D3DFVF_XYZ | D3DFVF_DIFFUSE );
before trying to DIP any polys...

Maybe using DWORD instead of D3DXCOLOR fixes the problem...

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