   sphere- texture distorted
  I've exported a textured sphere (for sky sphere) from 3ds max into my engine.I saw no special settings whatsoever.In max the texture looked perfect with 0 distortion.However, in my engine I have a clear distortion ring as if two halfs of the sphere were snapped together.It is not distored at just the poles, implying a UV or texture problem, but it goes all the way around in a ring.What could be causing this problem?I've verified my exporting of geometry with other models and it seemed to work OK.It is wrapped in max and in my engine.Here is my super simple shader://--------------------------------------------------------------------------------------// File: default.fx////--------------------------------------------------------------------------------------#include "EffectPool.fxh"matrix world  : World;matrix worldInverseTranspose : WorldInverseTranspose;//-------------------// Diffuse Variables//// Diffuse Color can be a single color or sampled from a texturefloat4    diffuseColor    = float4(1.0f, 1.0f, 1.0f, 1.0f);Texture2D diffuseTexture;bool diffuseMapped   = false;   // true if texture is mapped to diffuse colorSamplerState samplerLinear{   Filter = MIN_MAG_MIP_LINEAR;   AddressU = Wrap;   AddressV = Wrap;};//////// CONNECTOR DATA STRUCTURES ////////////* Data from application vertex buffer */struct VS_INPUT{   float4   position  : POSITION;   float3   normal : NORMAL;   float2   texCoord  : TEXCOORD;};/* Data passed from vertex shader to pixel shader */struct PS_INPUT{   float4 position : SV_POSITION;   float3 normal   : NORMAL;   float2 texCoord : TEXCOORD;};//--------------------------------------------------------------------------------------// Vertex Shader//--------------------------------------------------------------------------------------//--------------------------------------------------------------------------------------// Simply transforms positions and normals// PS_INPUT VS( VS_INPUT input ){   PS_INPUT output = (PS_INPUT)0; // Transform the incoming model-space position to projection space   matrix worldViewProjection = mul( mul(world, view), projection);   output.position  = mul( input.position, worldViewProjection); // Copy the texture coordinate   output.texCoord = input.texCoord; // Transform the incoming normal to world space without scaling   output.normal = mul(float4(input.normal, 0.0f), worldInverseTranspose).xyz; return output;}//--------------------------------------------------------------------------------------// Pixel Shaders//--------------------------------------------------------------------------------------//--------------------------------------------------------------------------------------// Simply shades an object at 100% opacity, with no lights or shadows//float4 PS( PS_INPUT input ) : SV_Target{float4 colorD = diffuseColor; if( diffuseMapped )   { colorD = diffuseTexture.Sample(samplerLinear, input.texCoord);   } colorD.a = 1; return colorD;}//--------------------------------------------------------------------------------------// Techniques//--------------------------------------------------------------------------------------//--------------------------------------------------------------------------------------// Renders an object at 100% opacity, with no lights or shadows//technique10 RenderDefault{    pass P0    {   SetVertexShader( CompileShader( vs_4_0, VS() ) );   SetGeometryShader( NULL );   SetPixelShader( CompileShader( ps_4_0, PS() ) );    }}EDIT:I just saw I am also getting this in the output logD3D10: ERROR: ID3D10Device::Draw: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'NORMAL' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ]D3D10: ERROR: ID3D10Device::Draw: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ]What does it mean exactly?My shader structures look ok to me...   
  Fixed.I had no idea you had to provide vertex data in the exact same order it appears in the shader! That kind of sucks!Why doesn't it know what is where by the use of the semantic?What happed was my vertex shader input structure wasposnormtexcoordand I provided 3 vertex buffers:postexcoordnormI got an input layout back too, which disturbs me. I thought the whole point of creating an input layout was to verify the provided data with the pass! If it was no good it shoulda failed there no?When I switched the order of the vertex buffers it worked fine.