   Problem with XYZRHW
  When I use primitives with vertex type of D3DFVF_XYZRHW, why am I not allowed to use transformations on them? I had a square built with those vertices and I use world transform to move it and it doesn't do nothing. Any suggestions?   
  Hey bud,Having an RHW component to your vertex declation indicates that you wish for the vertices to bypass the transfomation pipeline. A typical use for this is for GUIs, where you want to render in pixels. I am guessing that you have the relevent variable in the vertex struct set to 1.I *believe* setting this to 0 will make the vertex to be transformed.[EDIT] I have just tweaked one of the SDK examples and setting the RHW to 0 makes no difference. So the solution is to change your struct. If you need to render both transformed and non-transformed verts i recommend a restucture of your rendering system.I hope this helps,Dave   ;  Actaully I AM making a GUI. Anyway, I changed all the 4 points 4th value (w) to 0.0f and still not working, what should the Z value be, and how does it influence the drawing?What do you mean render both transformed and non transformed vertices?all the square is made from the same vertices, which i need to move.   ;  Ok,If you are looking to make a gui then you are going to need RHW to 1, typically and specify the position of each vertex in pixels, not 0-1 ranged.Regarding the z-value, this has an affect on the rendering only if you have the Z-buffer on. What i do for z-values with my GUI controls is assign a z-value to the control and keep the z-values for the vertices all at. I get the z-order affect by rendering the contols from back to front according to their z-value.___What i meant by both types is for example if you were writing a renderer that could deal with the the 3D scene and the 2D scene in parallel.___Are you doing this?Hope this helps,Dave   ;  yes yes, the square draws fine, but when i try to move it with the translations it just does nothing. What about the z?*?*?*?**?*?*?*?*?Well of course i have 3d and 2d, but i seperate them well, each has its own system. *?*?*?*?*?*?*?*?*?   ;  For the translation of the vertices i pass a constant into the vertex shader that i use to render, this constant offsets the vertex location. The alternative in the fixed function pipeline would be to alter the vertices manually in the vertex buffer.Dave   ;  ok so should I declare it as a dynamic vb? or on this case it will be fast enough anyway?   ;  Yes, the vertex buffer should be declared dynamic for this.I would firmly recommend this as a good time to learn the flexible function pipeline as it makes rendering GUIs much easier.Dave   ;  ok thanks   ;  No worries. I'm actually developing a GUI system myself right now.Dave   