DrawUserPrimitives Invalid Operation Exception - c#

I'm trying to draw a triangle using this code in XNA:
VertexPositionColor[] vertices = new VertexPositionColor[3];
vertices[0].Position = new Vector3(-0.5f, -0.5f, 0f);
vertices[0].Color = Color.Red;
vertices[1].Position = new Vector3(0, 0.5f, 0f);
vertices[1].Color = Color.Green;
vertices[2].Position = new Vector3(0.5f, -0.5f, 0f);
vertices[2].Color = Color.Yellow;
GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, 1);
However, as soon as I run it, application closes, and InvalidOperationException is thrown. It's WP7 application. Am I missing something? Thanks for your help in advance.

The documentation says that DrawUserPrimitives throws InvalidOperationException when:
A valid vertex shader and pixel shader was not set before calling DrawUserPrimitives. Both a valid vertex shader and pixel shader (or valid effect) must be set on the device before any draw operations may be performed.
(It also says it will throw if your vertices are invalid - but they look ok to me.)
You need to set an Effect on the graphics device. Specifically you need to call EffectPass.Apply before you call DrawUserPrimitives. An easy way to start is with BasicEffect. Here is some code, suitable to put in the Draw method, to illustrate this:
// These three lines are required if you use SpriteBatch, to reset the states that it sets
GraphicsDevice.BlendState = BlendState.Opaque;
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
// Transform your model to place it somewhere in the world
basicEffect.World = Matrix.CreateRotationZ(MathHelper.PiOver4) * Matrix.CreateTranslation(0.5f, 0, 0); // for sake of example
//basicEffect.World = Matrix.Identity; // Use this to leave your model at the origin
// Transform the entire world around (effectively: place the camera)
basicEffect.View = Matrix.CreateLookAt(new Vector3(0, 0, -3), Vector3.Zero, Vector3.Up);
// Specify how 3D points are projected/transformed onto the 2D screen
basicEffect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45),
(float)GraphicsDevice.Viewport.Width / (float)GraphicsDevice.Viewport.Height, 1.0f, 100.0f);
// Tell BasicEffect to make use of your vertex colors
basicEffect.VertexColorEnabled = true;
// I'm setting this so that *both* sides of your triangle are drawn
// (so it won't be back-face culled if you move it, or the camera around behind it)
GraphicsDevice.RasterizerState = RasterizerState.CullNone;
// Render with a BasicEffect that was created in LoadContent
// (BasicEffect only has one pass - but effects in general can have many rendering passes)
foreach(EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
// This is the all-important line that sets the effect, and all of its settings, on the graphics device
pass.Apply();
// Here's your code:
VertexPositionColor[] vertices = new VertexPositionColor[3];
vertices[0].Position = new Vector3(-0.5f, -0.5f, 0f);
vertices[0].Color = Color.Red;
vertices[1].Position = new Vector3(0, 0.5f, 0f);
vertices[1].Color = Color.Green;
vertices[2].Position = new Vector3(0.5f, -0.5f, 0f);
vertices[2].Color = Color.Yellow;
GraphicsDevice.DrawUserPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, vertices, 0, 1);
}

That exception (InvalidOperationException) is typically thrown when a component finds it's in an unexpected state. So in your case, make sure GraphicsDevice does not need some other properties set before you invoke DrawUserPrimitives.

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When I draw only a point, I also see it:
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Calculate Vertex Position from supplied Position, Rotation, and Scale?

I have a class called Cube in which I render a basic cube to the screen. I've got it working as far as rendering a basic cube of any scale at origin 0, 0, 0. However, if I want to move the cube, scale any of its axes, or rotate the cube; I have no idea where to begin since I have to achieve this within a Vertex object.
struct Vertex {
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Cube has four properties:
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Scale (Vector3).
Rotation (Vector3).
Color (SharpDX.Color).
My question is, as I am specifying Vertex locations, how can I calculate the new position when rotation and position are applied?
I attempted basic subtraction and addition which simply scales the cube differently and the origin remains at 0, 0, 0 (please don't mind the shorthand).
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The above isn't the exact code as it is on a different computer currently.
If you need additional details, please let me know and I will clarify.
The Question
How can I set the position of the vertices based on the supplied position, scale, and rotation vectors?
Test Case
The following test cases are for position only and are to show you how I will test the answers given.
// Renders at origin.
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// Renders to the left.
Cube myCubeLeft = new Cube(new Vector3(-250, 0, 0), new Vector3(100, 100, 100), Color.White);
// Renders to the right.
Cube myCubeRight = new Cube(new Vector3(250, 0, 0), new Vector3(100, 100, 100), Color.White);
// Renders above.
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I am drawing two wireframe spheres that I would like to follow the player around. When the player moves the two gizmos follow, however, when I rotate only one of the gizmos rotates.
The broken gizmo code looks like this, it should have an offset of 45:
void OnDrawGizmosSelected() {
Gizmos.color = new Color(1, 0, 0);
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For reference here is the whole block with both gizmos:
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Default with no rotation (How I want it to stay when rotating)
Rotation around the Y Axis
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Just putting x,y and z into Quaternion.Euler will not give you the expected results.
Instead, use transform.rotation.eulerAngles
void OnDrawGizmosSelected()
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EDIT:
Okay, that fixes the Y value, but X and Z are still broken. They move but not in the proper direction.
Then try
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Random random = new Random();
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float angle = 0;
float angularVelocity = 0.1f * (float)(random.NextDouble() * 2 - 1);
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float size = (float)random.NextDouble();
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A bunch of randoms there, but each effect still comes out the same.
Comment if you want to see more code.
Edit:
Here is how a particle gets drawn:
public void Draw(SpriteBatch spriteBatch)
{
Rectangle sourceRectangle = new Rectangle(0, 0, Texture.Width, Texture.Height);
Vector2 origin = new Vector2(Texture.Width / 2, Texture.Height / 2);
spriteBatch.Draw(Texture, Position, sourceRectangle, Color,
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float4x4 WorldViewProj : register(c0);
float4 VShader(float4 position : POSITION) : SV_POSITION
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First of all i saw this question: Incorrect Clipping and 3D Projection when using SlimDX
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Please help and thanks in advance!
The problem is found. It was just a wrong order of vertices in an index buffer. Shame on me:) Thanks everybody for your help!

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