Original Post
Hi! I am having a little problem with my program, and I have found something weird. When I execute my program on a computer with T&L, my program runs fine. But without it, everything gets messed up. So pretty much, my DrawIndexedPrimitive is not working properly when I have D3DCREATE_SOFTWARE_VERTEXPROCESSING on. The problem is coming from the fact that I am trying to only draw a couple triangles from my vertex and index buffer, which store all of the data I am trying to draw. It works fine when I draw all of the vertex and index buffer at once, but when I loop through it and try to draw subsets of the buffers, the output is a bunch of messed up triangles. So I guess my question is, why is it only failing on software vertex processing, and also how would I use DrawIndexedPrimitive to only draw a subset of the buffers? For the second question, heres what i have so far: device->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, 4, indexOffset, 2); where 4 is the number of vertices I want to use and 2 is the number of triangle to draw. Anybody got any ideas on either of my questions? Thanks!