I fill a vertex buffer from a fat vertex type in my application (that isn't
D3D specific because I use OGL as well), and I successfully fill the vertex
x,y,z,diffuse,nx,ny,nz,tu,tv (I simplified for testing, removing the more
confusing multi-tex coordinate components)
The stream is then set to the proper stride and then,
I device->SetVertexShader( D3DFVF_XYZ|D3DFVF_DIFFUSE )
Now, I am aware that there is more data in the stride than float, float,
float, DWORD; however, isn't that the purpose of telling the stream what its
How can I tell the VertexShader (fixed function) to just use the XYZ, color
data and ignore the rest?
P.S. I never needed to be this flexible before...