   [CANCELED] VS 3.0, PSIZE fails
  Hi,I have a very simple PointSprite shader which works in vs_2_0 mode. When moving to vs_3_0, the PSIZE out param seems to be ignored.float4x4 WorldViewProj : WORLDVIEWPROJECTION;float4 UserPosition : POSITION;struct Vs_out{    float4 Position  : POSITION;    float4 Color : COLOR0;    float Size : PSIZE;};Vs_out Transform(    float4 Position  : POSITION ,float4 Color : COLOR0 ){   Vs_out Out = (Vs_out)0;   // Distance from Player    float dx = Position.x - UserPosition.x;    float dz = Position.z - UserPosition.z;    float dist = dx*dx + dz*dz;    Out.Position = mul(Position, WorldViewProj);    Out.Color = Color / (dist * 20.0 + .3);    Out.Size = 34.0 / Out.Position.z;    // Out.Size = 0.0; //Or whateverreturn Out;}technique Tech{    pass P0    {   vertexshader = compile vs_3_0 Transform();   pixelshader  = NULL;    }}  Device.RenderState.DestinationBlend = Blend.One;  Device.RenderState.PointSpriteEnable = true;  Device.RenderState.PointScaleEnable = true;  Device.RenderState.ZBufferEnable = false;  Device.RenderState.AlphaBlendEnable = true;  Device.SetTexture(0, partsTexture);  Matrix worldViewProj = Device.Transform.View * Device.Transform.World * Device.Transform.Projection;  effect.SetValue("WorldViewProj", worldViewProj);  effect.SetValue("UserPosition",  new Vector4(center.X, 0f, center.Z, 0f));    effect.Begin(0);  { effect.BeginPass(0); Device.VertexFormat = CustomVertex.PositionColored.Format ; Device.DrawUserPrimitives(PrimitiveType.PointList, N_PARTICLES, partsVertices); effect.EndPass();  }  effect.End();The particles seems to have a constant enormous size, for any value of Out.Size (even 0.0). When i set Device.RenderState.PointSize in my app, it works well.On which points are models 2.0 and 3.0 different ?Thanks.[Edited by - raytaller on June 7, 2006 11:23:35 AM]
  Actually, the whole shader was not working, the error didn't come from PSIZE.   