Original Post
Hey people.
I'm having a little bit of a problem with drawing this one quad. I don't want to create an index and vertex buffer for it since it's only a single quad on it's own.(It's actually a single particle in a particle system)
Now I know this is not the way particles should be rendered, but I'm doing this as a benchmark kind of thing.
Anyway,here's what my particle vertex structure and FVF looks like:
And I have created an array or ParticleVertex[4] like so:
Now my problem is drawing the damn thing.This is what my render function looks like:
Like I said,it keeps crashing on that last statement. I know this because if I comment it out,then everything works fine but nothing is being drawn to the screen.
Any ideas?

[edited by - TheGecko on June 15, 2002 9:16:30 PM]
//----------------------------------------------------
typedef struct
{
float x,y,z;
DWORD Diffuse;
float u,v;
}ParticleVertex;
//-------------------------------------------------
#define D3DFVF_PARTICLEVERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
//-------------------------------------------------
ParticleVertex Vertices[4];
//Bind the texture and set the shader
EngineGetD3DDevice()->SetVertexShader(D3DFVF_PARTICLEVERTEX);
EngineGetD3DDevice()->SetTexture(0,m_pTexture);
...
//Draw the particle
EngineGetD3DDevice()->DrawPrimitiveUP(D3DPT_TRIANGLELIST,2,(const void*)Vertices,0);