   Failure in Hardware instancing implementation
  Hi,I implemented Hardware instancing on SM 3.0 Hardware (Geforce 6600 GT).But it doesn't work. While it seems that I implemented it exactly as in the examples, I must have missed some crucial part.PIX debugging shows the following: I draw an indexed primitive and there only the first vertex gets the instancing data. (I set the frequency correct (in XNA).)So:  dev.Vertices[0].SetSource( vertexBuffer, streamOffset, vertexStride);  dev.Vertices[0].SetFrequencyOfIndexData(renderMatrices.Count);  dev.Vertices[1].SetSource(vbPerInstanceData, 0, VertexMatrix.SizeInBytes);  dev.Vertices[1].SetFrequencyOfInstanceData(1);Pix:VTX IDX Pos Normal Tex0 Tex1...texN0    0   ok   ok    ok   ok1    1   ok   ok    ok   §$)($%!"§$ --> Nonsense"    "   "    " "   " "   --> Nonsense till the endSo, how do I tell it that it should commit the tex1...texN Param for all Vertices?   
  Two things that come to mind that you could check:Verify that VertexMatrix.SizeInBytes is the value you expect.Verify that the matrix stream contains all the data.   ;  I don't think pix handles instanced data correctly. At least I seem to recall it didn't when I last checked.   ;Quote:Original post by ET3DTwo things that come to mind that you could check:Verify that VertexMatrix.SizeInBytes is the value you expect.Verify that the matrix stream contains all the data.It does!Quote:I don't think pix handles instanced data correctly. At least I seem to recall it didn't when I last checked.Yeah. I had suspected this already. It seems PIX has problems with this.But it seems I'm doing the same mistake again in SM 2.0. I converted it to shader instance batching (with constants), and the same error happens again.I have (sometimes) only in the middle of the screen some black and very small _things_. Except  that in SM 2.0 it's a little bit textured, but it looks almost the same.It looks again to me that the world matrices aren't commited correctly. But why does this happen?It's (in SM 2.0) just (pseudo-code here): param.SetValue(matrices).What could be wrong with that?