Sorry mate,
Right in your texturedQuad code you will have a LoadGraphicsContent method, in this method the index's that are created in here are declared as int's (an integer), on my laptop I had to set these to shorts as my card had issues with rendering shaders too.
ALL my indexes are set up using shorts now, this is my LoadGraphicsContent of my TexturedQuad:
public void LoadGraphicsContent(GraphicsDevice myDevice, ContentManager myLoader)
{
myTexture = myLoader.Load<Texture2D>(myAsset);
VertexPositionTexture[] verts = {
new VertexPositionTexture(new Vector3(-0.5f,0.5f,0),new Vector2(0,0)),
new VertexPositionTexture(new Vector3(0.5f,0.5f,0),new Vector2(1,0)),
new VertexPositionTexture(new Vector3(-0.5f,-0.5f,0),new Vector2(0,1)),
new VertexPositionTexture(new Vector3(0.5f,-0.5f,0),new Vector2(1,1))
};
// You will have int[] inds... here
short[] inds = { 0, 1, 2, 1, 3, 2 };
vDecl = new VertexDeclaration(myDevice, VertexPositionTexture.VertexElements);
myVerticies = new VertexBuffer(myDevice, typeof(VertexPositionTexture), 4,
ResourceUsage.WriteOnly, ResourceManagementMode.Automatic);
myVerticies.SetData(verts, 0, 4, SetDataOptions.None);
// Here; change the typeof(int) to typeof(short)
myIndices = new IndexBuffer(myDevice, typeof(short), 6, ResourceUsage.WriteOnly,
ResourceManagementMode.Automatic);
myIndices.SetData(inds, 0, 6, SetDataOptions.None);
}
int, long, float, short, char, string etc... are all data types, a good idea would be to get a simple C# book and this will give you a reference for this kind of stuff. It's all a bit bamboozling at first, but it all comes good in the end, and then you find something else to make your brain bleed
