   [SlimDX] Primitives not Rendering
  I'm just not sure at this point why this isn't at least rendering a white square. (It doesn't render anything if I create a texture from file either). It only clears the screen to CornflowerBlue.EDIT: Note, I do have my program calling render in a loop.Imports DX = SlimDX.Direct3D9Imports SystemImports System.GlobalizationImports System.Runtime.InteropServicesImports SlimDXImports SlimDX.Direct3D9#Region "Structs"<StructLayout(LayoutKind.Sequential)> Public Structure Vector2DColoredTextured    Public PositionRhw As Vector4    Public Color As Integer    Public UV As Vector2    Public Shared ReadOnly Property SizeBytes() As Integer   Get  Return System.Runtime.InteropServices.Marshal.SizeOf(GetType(Vector2DColoredTextured))   End Get    End Property    Public Shared ReadOnly Property Format() As Direct3D9.VertexFormat   Get  Return (Direct3D9.VertexFormat.PositionRhw Or Direct3D9.VertexFormat.Diffuse Or Direct3D9.VertexFormat.Texture1)   End Get    End Property    Public Sub New(ByVal X As Single, ByVal Y As Single, ByVal VectorColor As Color, ByVal U As Single, ByVal V As Single)   Me.New(X, Y, VectorColor.ToArgb(), U, V)    End Sub    Public Sub New(ByVal X As Single, ByVal Y As Single, ByVal VectorColor As Integer, ByVal U As Single, ByVal V As Single)   Me.PositionRhw = New Vector4(X, Y, 1.0F, 1.0F)   Me.UV = New Vector2(U, V)   Me.Color = VectorColor    End SubEnd Structure#End Region<System.ComponentModel.DesignerCategory("")> Public Class clsDX9    Inherits System.Windows.Forms.Form    Private _device As DX.Device = Nothing    Private _parameters As DX.PresentParameters = New DX.PresentParameters    Private D3D As DX.Direct3D = New DX.Direct3D    Private Box As Vector2DColoredTextured() = New Vector2DColoredTextured(4) {}    Private _texture As Texture    Private bufVertexes    Public Sub Main()   With _parameters  .EnableAutoDepthStencil = False  .BackBufferCount = 1  .BackBufferHeight = 600  .BackBufferWidth = 800  .PresentationInterval = DX.PresentInterval.Immediate  .SwapEffect = DX.SwapEffect.Discard  .DeviceWindowHandle = Me.Handle  .Windowed = True   End With   Box(0) = New Vector2DColoredTextured(0, 0, ARGB(255, 255, 255, 255), 0, 0)   Box(1) = New Vector2DColoredTextured(0, 800, ARGB(255, 255, 255, 255), 0, 1)   Box(2) = New Vector2DColoredTextured(600, 0, ARGB(255, 255, 255, 255), 1, 0)   Box(3) = New Vector2DColoredTextured(600, 800, ARGB(255, 255, 255, 255), 1, 1)   _device = New DX.Device(D3D, 0, SlimDX.Direct3D9.DeviceType.Hardware, Me.Handle, SlimDX.Direct3D9.CreateFlags.SoftwareVertexProcessing, _parameters)   _texture = New Texture(_device, 800, 600, 0, Usage.None, Format.A8R8G8B8, Pool.Managed)   _device.SetRenderState(RenderState.ZEnable, True)   _device.SetRenderState(RenderState.Lighting, False)   Me.Show()    End Sub    Public Sub Render()   _device.Clear(SlimDX.Direct3D9.ClearFlags.Target, Drawing.Color.CornflowerBlue, 0, 0)   _device.BeginScene()   _device.VertexFormat = Vector2DColoredTextured.Format   _device.SetTexture(0, _texture)   _device.DrawUserPrimitives(PrimitiveType.TriangleStrip, 2, Box)   _device.EndScene()   _device.Present()    End Sub    Public Function ARGB(ByVal A As Byte, ByVal R As Byte, ByVal G As Byte, ByVal B As Byte) As Integer   ARGB = System.Drawing.Color.FromArgb(A, R, G, B).ToArgb    End FunctionEnd Class[Edited by - rp11lz on June 1, 2009 1:37:06 AM]
  Try with Pix and tell us what's happening there...;  Two thoughts. First, you're telling Direct3D not to create a depth buffer, and then you try to enable said non-existent depth buffer. I'd probably try to make up my mind about that one.Second, try disabling culling. If your geometry shows up after that, you've got the vertex winding backwards.   ;  I'll try disabling culling, although I'm not sure that will help. I tested with a much simpler vertex format, which rendered just fine. <StructLayout(LayoutKind.Sequential)> _Structure VertexType    Public PositionRhw As Vector4    Public Color As IntegerEnd StructureSo now I'm wondering if something is wrong with the other structure I have defined.   