I have this problem. I'using flexible vertex format

(D3DFVF_XYZRHW | D3DFVF_TEX1) with transformed vertices.

My vertex definition is

struct VERTEX {

FLOAT X, Y, Z, RHW; //transformed position for the vertex

FLOAT TU, TV; //texture coords

but I need to use multitexturing with second textureQuote:};

transformed by matrix. I hoped that I will use

Direct3DDevice->SetTextureStageState(1,

D3DTSS_TEXCOORDINDEX, 1);

Direct3DDevice->SetTextureStageState(1,

D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);

Direct3DDevice->SetTransform(D3DTS_TEXTURE1, &Matrix);

but DX seems not to transform second texture (ignore my

transformation matrix), probably becouse i'm using

D3DFVF_XYZRHW - transformed vertices. Is this corect? How

can I avoid this problem and force DX to transform my

texture, although i use transformed vertices?

Thanks for help,

Pavel Cernohorsky.