   Passing tangent and binormals
  having trouble passing my tangent and binormal values to the vertex shader.Vertex shader:VS_OUTPUT_SCENE VS_Scene( float4 Pos : POSITION, float3 Normal : NORMAL, float2 Tex : TEXTURE, float4 Tangent : TANGENT, float4 Binormal : BINORMAL)...const D3D10_INPUT_ELEMENT_DESC Layout[] ={{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },{ "TEXTURE", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 },{ "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 32, D3D10_INPUT_PER_VERTEX_DATA, 0 },{ "BINORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 44, D3D10_INPUT_PER_VERTEX_DATA, 0 },};struct MY_VERTEX{D3DXVECTOR3 Pos;D3DXVECTOR3 Norm;D3DXVECTOR2 Tex;D3DXVECTOR3 Tan;D3DXVECTOR3 Bin;};I've tried every variation possible. I've tried passing D3DXVECTOR4, I've tried changing DXGI_FORMAT_R32G32B32_FLOAT to DXGI_FORMAT_R32G32B32A32_FLOAT. Everything I try gives this result:D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (TANGENT,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ]D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (BINORMAL,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ]I've tried passing just the tangent and just the binormal with the same result.My question is what haven't I tried? I can't see any reason why this shouldn't work!   
  I'm no shader expert, but to me that error says you're meant to be passing tangents and binormals to the next stage, which I think is the pixel shader. Now I don't really know if tangents and binormals are used by the PS, you might be able to answer that, but hopefully this might help you see what the problem actually is.Maybe try posting in DirectX and XNA instead of here too.   ;  it seems that you position input size is different you have the position in the VS float4 which is 16 not 12 { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0 },;  The error is saying that it can't get the data from IA->VS. That is, from your vertex data to the vertex shader.It may be that your shader inputs are odd, you specify your tangent, binormal and position as float4's in your shader but only declare them as float3's in your input layout (and in your vertex data too). I'm not sure if this is legal or not.   