   Point Sprites with Effects
  I am rendering a point list with a D3DXEffect. Vertex declaration is XYZ+PSIZE, effect vertex shader is null, and pixel shader takes float2 texcoord: TEXCOORD0.When I sample using that texcoord in the pixel shader (and just return the result), I guess the tex coords are totally messed up because I get some kind of garbled mess in the viewport.Debug runtime gives no errors and no warnings. I set PointSpriteEnable = true and PointScaleEnable = false in the pass 0 for the effect.My engine is shader based so if I use a texture for the point sprites (which is the whole point here), it has to be an effect variable. Which means at least the pixel shader can't be null (if I understand correctly). But even if I set the texture explicitly with SetTexture for stage 0, it still doesn't work. Does anyone know what the cause of this is? AFAIK the texcoord for point sprite pixel shader should be automatically filled (correctly) by the hardware when PointSpriteEnable = true!   
  Do the points work correctly apart from this, so just their colors are wrong?Are you using pEffect->SetTexture("texture-name", pTexture) to set the texture?If done after Begin, do you use Commit?How do you create your vertex-declaration?Does the texture work if used for other things drawn with an effect?I do what it appears you want to achieve, using the following vertex declaration:D3DVERTEXELEMENT9 elements[] = {{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},{0, 12, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_PSIZE, 0},D3DDECL_END()};And the following effect:texturetex0;sampler samp0 = sampler_state {Texture = <tex0>;MinFilter = Linear;MagFilter = Linear;MipFilter = Linear;};struct PSInput {float2 TexCoord : TEXCOORD0;};float4 PSPoint(PSInput Input) : COLOR0 {return tex2D(samp0, Input.TexCoord);};technique TechniquePoint {pass Pass1 {PointSpriteEnable = true;PointScaleEnable = false;PixelShader = compile ps_2_0 PSPoint();}}