(what ive got in comments is what was there origonally)
/* const D3D10_INPUT_ELEMENT_DESC vertlayout_singleindex[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 2, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; */ D3D10_INPUT_ELEMENT_DESC vertlayout_singleindex[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD0", 0, DXGI_FORMAT_R32G32_FLOAT, 2, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; UINT iNumElements = sizeof(vertlayout_singleindex)/sizeof(D3D10_INPUT_ELEMENT_DESC); D3D10_PASS_DESC PassDesc; g_pRenderScene_SI->GetPassByIndex( 0 )->GetDesc( &PassDesc ); V_RETURN( pd3dDevice->CreateInputLayout( vertlayout_singleindex, iNumElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pVertexLayout_SI ) );
and in the shader:
(was just Normal, which i changed to colour)
struct VS_INPUT_SI { float4 Position : POSITION; // vertex position //float3 Normal : NORMAL; // this normal comes in per-vertex float4 colour : COLOR; float2 TextureUV : TEXCOORD0; // vertex texture coords };
then CreateInputLayout either crashes or returns hr = invalid args (0x80070057) so fails.
am i doing something noticably wrong