   line in viewport
  hy.i have this image of an application debugged with pix:http://img32.imageshack.us/img32/156/immaginejru.jpgthe pixel shader is very simple , is this://--------------------------------------------------------------------------------------// File: Tutorial06.fx//// Copyright (c) Microsoft Corporation. All rights reserved.//--------------------------------------------------------------------------------------//--------------------------------------------------------------------------------------// Constant Buffer Variables//--------------------------------------------------------------------------------------matrix World;matrix View;matrix Projection;float4 vLightDir[2];float4 vLightColor[2];float4 vOutputColor;//--------------------------------------------------------------------------------------struct VS_INPUT{    float4 Pos : POSITION;    float3 Norm : NORMAL;};struct PS_INPUT{    float4 Pos : SV_POSITION;    float3 Norm : TEXCOORD0;};//--------------------------------------------------------------------------------------// Vertex Shader//--------------------------------------------------------------------------------------PS_INPUT VS( VS_INPUT input ){    PS_INPUT output = (PS_INPUT)0;    output.Pos = mul( input.Pos, World );    output.Pos = mul( output.Pos, View );    output.Pos = mul( output.Pos, Projection );    output.Norm = mul( input.Norm, World );   return output;}//--------------------------------------------------------------------------------------// Pixel Shader//--------------------------------------------------------------------------------------float4 PS( PS_INPUT input) : SV_Target{    float4 finalColor = 1;   //do NdotL lighting for 2 lights    //for(int i=0; i<2; i++)    //{    //    finalColor += saturate( dot( (float3)vLightDir,input.Norm) * vLightColor );    //}    finalColor.a = 1;    finalColor.r = 1;    finalColor.g = 1;    finalColor.b = 1;    return finalColor;}//--------------------------------------------------------------------------------------// PSSolid - render a solid color//--------------------------------------------------------------------------------------float4 PSSolid( PS_INPUT input) : SV_Target{    return vOutputColor;}//--------------------------------------------------------------------------------------technique10 Render{    pass P0    {   SetVertexShader( CompileShader( vs_4_0, VS() ) );   SetGeometryShader( NULL );   SetPixelShader( CompileShader( ps_4_0, PS() ) );    }}//--------------------------------------------------------------------------------------technique10 RenderLight{    pass P0    {   SetVertexShader( CompileShader( vs_4_0, VS() ) );   SetGeometryShader( NULL );   SetPixelShader( CompileShader( ps_4_0, PSSolid() ) );    }}this is the render class:void CSimpleSubEntityRapresentation::DrawAll(D3DXMATRIX mWorld, D3DXMATRIX mView, D3DXMATRIX mProjection){    D3DXVECTOR4 vLightColors[2] =    {   D3DXVECTOR4( 0.5f, 0.5f, 0.5f, 1.0f ),   D3DXVECTOR4( 0.5f, 0.0f, 0.0f, 1.0f )    };UINT stride = sizeof( SimpleVertex );    UINT offset = 0;m_pDevice->IASetVertexBuffers( 0, 1, &m_pVertexBuffer, &stride, &offset );m_pDevice->IASetIndexBuffer( m_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );m_pDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );D3D10_TECHNIQUE_DESC techDesc;    m_pTechniqueRender->GetDesc( &techDesc );//setto matrici per posizionem_pWorldVariable->SetMatrix( ( float* )&mWorld );    m_pViewVariable->SetMatrix( ( float* )&mView );    m_pProjectionVariable->SetMatrix( ( float* )&mProjection );m_pOutputColorVariable->SetFloatVector( ( float* )&vLightColors[0] );m_nIndexCount = 36;for( UINT p = 0; p < techDesc.Passes; ++p )    {m_pTechniqueRender->GetPassByIndex( p )->Apply( 0 );   m_pDevice->DrawIndexed(m_nIndexCount, 0, 0 );    }}[/source]i call first the inizialize that set all the data , create the index and vertex buffer(are member var of the class) and then the drawallIn pix vertexshader work fine , but in the viewport i see nothing , also in pix in the viewport i can see a line v. image.what can be?Thnaks   