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#ActualWedvich

Posted 19 January 2013 - 09:32 AM

I'm trying to render a simple triangle on screen using Direct3D 11, but nothing shows up. Here are my vertices:

SimpleVertex vertices[] = {
    { XMFLOAT3(-1.0f, -1.0f, 0.0f) },
    { XMFLOAT3( 1.0f, -1.0f, 0.0f) },
    { XMFLOAT3( -1.0f, 1.0f, 0.0f) },
};

The expected output is a triangle with one point in the top left corner of the screen, one point in the top right corner of the screen, and one point in the bottom left corner of the screen. However, nothing is being rendered anywhere.

I'm not performing any matrix transformations, and the vertex shader just passes the input directly to the output. Everything seems to be set up correctly, and when I use the graphics debugger in Visual Studio 2012, the correct vertex position is being passed to the vertex shader. However, it skips directly from the vertex shader stage to the output merger stage in the pipeline. I assume this means that nothing is being sent to the pixel shader, which would again mean that the vectors are being discarded in the rasterizer stage. Why is this happening?
Here is my rasterizer state:

D3D11_RASTERIZER_DESC rasterizerDesc;
rasterizerDesc.AntialiasedLineEnable = false;
rasterizerDesc.CullMode = D3D11_CULL_NONE;
rasterizerDesc.DepthBias = 0;
rasterizerDesc.DepthBiasClamp = 0.0f;
rasterizerDesc.DepthClipEnable = true;
rasterizerDesc.FillMode = D3D11_FILL_SOLID;
rasterizerDesc.FrontCounterClockwise = false;
rasterizerDesc.MultisampleEnable = false;
rasterizerDesc.ScissorEnable = false;
rasterizerDesc.SlopeScaledDepthBias = 0.0f;

And my viewport (width/height are the window client area matching my back buffer, which are set to 1024x576 in my test setup):

D3D11_VIEWPORT viewport;
viewport.Height = static_cast< float >( height );
viewport.MaxDepth = 1.0f;
viewport.MinDepth = 0.0f;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
viewport.Width = static_cast< float >( width );

Can anyone see what is making the rasterize stage skip my vertices? Or are there any other parts of my D3D setup that could be causing this?


#2Wedvich

Posted 19 January 2013 - 09:31 AM

I'm trying to render a simple triangle on screen using Direct3D 11, but nothing shows up. Here are my vertices:

SimpleVertex vertices[] = {    { XMFLOAT3(-1.0f, -1.0f, 0.0f) },    { XMFLOAT3( 1.0f, -1.0f, 0.0f) },    { XMFLOAT3( -1.0f, 1.0f, 0.0f) },};

The expected output is a triangle with one point in the top left corner of the screen, one point in the top right corner of the screen, and one point in the bottom left corner of the screen. However, nothing is being rendered anywhere.

I'm not performing any matrix transformations, and the vertex shader just passes the input directly to the output. Everything seems to be set up correctly, and when I use the graphics debugger in Visual Studio 2012, the correct vertex position is being passed to the vertex shader. However, it skips directly from the vertex shader stage to the output merger stage in the pipeline. I assume this means that nothing is being sent to the pixel shader, which would again mean that the vectors are being discarded in the rasterizer stage. Why is this happening?
Here is my rasterizer state:

D3D11_RASTERIZER_DESC rasterizerDesc;rasterizerDesc.AntialiasedLineEnable = false;rasterizerDesc.CullMode = D3D11_CULL_NONE;rasterizerDesc.DepthBias = 0;rasterizerDesc.DepthBiasClamp = 0.0f;rasterizerDesc.DepthClipEnable = true;rasterizerDesc.FillMode = D3D11_FILL_SOLID;rasterizerDesc.FrontCounterClockwise = false;rasterizerDesc.MultisampleEnable = false;rasterizerDesc.ScissorEnable = false;rasterizerDesc.SlopeScaledDepthBias = 0.0f;

And my viewport (width/height are the window client area matching my back buffer, which are set to 1024x576 in my test setup):

D3D11_VIEWPORT viewport;viewport.Height = static_cast< float >( height );viewport.MaxDepth = 1.0f;viewport.MinDepth = 0.0f;viewport.TopLeftX = 0.0f;viewport.TopLeftY = 0.0f;viewport.Width = static_cast< float >( width );

Can anyone see what is making the rasterize stage skip my vertices? Or are there any other parts of my D3D setup that could be causing this?


#1Wedvich

Posted 19 January 2013 - 09:14 AM

I'm trying to render a simple triangle on screen using Direct3D 11, but nothing shows up. Here are my vertices:


SimpleVertex vertices[] = {
    { XMFLOAT3(-1.0f, -1.0f, 0.0f) },
    { XMFLOAT3( 1.0f, -1.0f, 0.0f) },
    { XMFLOAT3( -1.0f, 1.0f, 0.0f) },
};

 

The expected output is a triangle with one point in the top left corner of the screen, one point in the top right corner of the screen, and one point in the bottom left corner of the screen. However, nothing is being rendered anywhere.

 

I'm not performing any matrix transformations, and the vertex shader just passes the input directly to the output. Everything seems to be set up correctly, and when I use the graphics debugger in Visual Studio 2012, the correct vertex position is being passed to the vertex shader. However, it skips directly from the vertex shader stage to the output merger stage in the pipeline. I assume this means that nothing is being sent to the pixel shader, which would again mean that the vectors are being discarded in the rasterizer stage. Why is this happening?

Here is my rasterizer state:


D3D11_RASTERIZER_DESC rasterizerDesc;
rasterizerDesc.AntialiasedLineEnable = false;
rasterizerDesc.CullMode = D3D11_CULL_NONE;
rasterizerDesc.DepthBias = 0;
rasterizerDesc.DepthBiasClamp = 0.0f;
rasterizerDesc.DepthClipEnable = true;
rasterizerDesc.FillMode = D3D11_FILL_SOLID;
rasterizerDesc.FrontCounterClockwise = false;
rasterizerDesc.MultisampleEnable = false;
rasterizerDesc.ScissorEnable = false;
rasterizerDesc.SlopeScaledDepthBias = 0.0f;

 

And my viewport (width/height are the window client area matching my back buffer, which are set to 1024x576 in my test setup):


D3D11_VIEWPORT viewport;
viewport.Height = static_cast< float >( height );
viewport.MaxDepth = 1.0f;
viewport.MinDepth = 0.0f;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
viewport.Width = static_cast< float >( width ); 

 

Can anyone see what is making the rasterize stage skip my vertices? Or are there any other parts of my D3D setup that could be causing this?


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