   Problems Rendering
  Gah! I always seem to have problems rendering the first quad...  Maybe it's because of .net framework 2, but probably not.  I don't know what I'm missing:It's just two triangles, but it refuses to work...  I've been looking at it for hours...Vertex:   public struct Vertex   {  public Vector3 position;  public int color;  public Vertex(Vector3 p, Color c)  { position = p; color = c.ToArgb();  }  public Vertex(float x, float y, float z)  { position = new Vector3(x, y, z); color = Color.Blue.ToArgb();  }  public const VertexFormats format = VertexFormats.Position | VertexFormats.Diffuse;   }Creation:  int adapter = 0;  PresentParameters present = new PresentParameters();  DeviceType type = DeviceType.Hardware;  BehaviorFlags behavior = new BehaviorFlags(CreateFlags.SoftwareVertexProcessing);  present.EnableAutoDepthStencil = false;  present.IsWindowed = true;  present.MultiSampleType = MultiSampleType.None;  present.PresentationInterval = PresentInterval.Default;  present.SwapEffect = SwapEffect.Discard;  device = new Device(adapter, type, this.Handle, behavior.Value, present);  verticies = new VertexBuffer(device, 16 * 6, Usage.None, Vertex.format, Pool.Default, null);  this.Show();  GraphicsBuffer<Vertex> vLock = verticies.Lock<Vertex>(0, 6, LockFlags.None);  vLock.Write(new Vertex(-1.0f, -1.0f, 0.0f));  vLock.Write(new Vertex(-1.0f, 1.0f, 0.0f));  vLock.Write(new Vertex(1.0f, -1.0f, 0.0f));  vLock.Write(new Vertex(-1.0f, 1.0f, 0.0f));  vLock.Write(new Vertex(1.0f, -1.0f, 0.0f));  vLock.Write(new Vertex(1.0f, 1.0f, 0.0f));  vLock.Position = 0;  Vertex[] v = vLock.ReadArray(6);  verticies.Unlock();Render Loop:  device.Transform.World = Matrix.Identity;  device.RenderState.CullMode = Cull.None;  device.RenderState.Lighting = false;  device.Clear(ClearFlags.Target, Color.Black, 1.0f, 0);  device.BeginScene();  device.Transform.Projection = Matrix.PerspectiveFieldOfViewLeftHanded((float)Math.PI / 4, 1.0f, 1.0f, 100.0f);  device.Transform.View = Matrix.LookAtLeftHanded(   new Vector3(5.0f, 5.0f, 5.0f),   new Vector3(0.0f, 0.0f, 0.0f),   new Vector3(0.0f, 1.0f, 0.0f));  device.SetStreamSource(0, verticies, 0);  device.VertexFormat = Vertex.format;  device.DrawPrimitives(PrimitiveType.TriangleList, 0, 2);  device.EndScene();  device.Present();
  Has anyone used the .net framework 2 version of directX?  It seems that the problem is in there somehow.  But, unless the GraphicsBuffer is used wrong I can't find any problems.  It seems to work with the old version though...   