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Model got no depth?


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#1   Members   

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Posted 21 May 2012 - 03:03 PM

Hi guys,
I'm quite new to Directx 11 and tried to load my model.
However, I got a problem with its rendering. It looks like my model got no depth(look at his hands, feet, head), even though I got a depth/stencil buffer.


Posted Image
My importer works with less complex models.

Am i missing something?
What could cause this?

I hope you guys can help me ;)

#2   Members   

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Posted 21 May 2012 - 03:27 PM

If you post your device & swap chain creation code it would help.

Specifically, post your depth/stencil and backbuffer configuration structures and the call to create them.

It also appears to me you have some wind-ordering issue with your model. Have you tried setting the rasterizer state to not cull back/front faces?

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Posted 21 May 2012 - 03:41 PM

Ty for your answer.
This is the D3dInit code(based on Frank Lunas Dx11 Book)
bool Dx11Base::Init(HINSTANCE hInstance, HWND hwnd)
{
hInstance_ = hInstance;
hwnd_ = hwnd;
RECT dimensions;
GetClientRect(hwnd, &dimensions);
unsigned int width = dimensions.right - dimensions.left;
unsigned int height = dimensions.bottom - dimensions.top;
D3D_DRIVER_TYPE driverTypes[] =
{
   D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP,
	    D3D_DRIVER_TYPE_SOFTWARE, D3D_DRIVER_TYPE_REFERENCE,
};
unsigned int totalDriverTypes = ARRAYSIZE(driverTypes);
D3D_FEATURE_LEVEL featureLevels[] =
{
  D3D_FEATURE_LEVEL_11_0,
  D3D_FEATURE_LEVEL_10_1,
  D3D_FEATURE_LEVEL_10_0
};
unsigned int totalFeatureLevels = ARRAYSIZE(featureLevels);
DXGI_SWAP_CHAIN_DESC swapChainDesc;
ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
swapChainDesc.BufferCount = 1;
swapChainDesc.BufferDesc.Width = width;
swapChainDesc.BufferDesc.Height = height;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = hwnd;
swapChainDesc.Windowed = true;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
unsigned int creationFlags = 0;
#ifdef _DEBUG
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
HRESULT result;
unsigned int driver = 0;
for(driver = 0; driver < totalDriverTypes; ++driver)
{
  result = D3D11CreateDeviceAndSwapChain(0, driverTypes[driver], 0,
   creationFlags, featureLevels, totalFeatureLevels,
   D3D11_SDK_VERSION, &swapChainDesc, &swapChain_,
   &d3dDevice_, &featureLevel_, &d3dContext_);
 
  if(SUCCEEDED(result))
  {
   driverType_=driverTypes[driver];
   break;
  }
}
if(FAILED(result))
{
  DXTRACE_MSG("Failes to create the Direct3D device!");
  return false;
}
ID3D11Texture2D* backBufferTexture;
result = swapChain_->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferTexture);
if(FAILED(result))
{
  DXTRACE_MSG("Failed to get  the swap chain back buffer!");
  return false;
}
result = d3dDevice_->CreateRenderTargetView(backBufferTexture, 0, &backBufferTarget_);
if(backBufferTexture)
  backBufferTexture->Release();
if(FAILED(result))
{
  DXTRACE_MSG("Failed to create the renderTargetView!");
  return false;
}
D3D11_TEXTURE2D_DESC depthTexDesc;
ZeroMemory(&depthTexDesc, sizeof(depthTexDesc));
depthTexDesc.Width = width;
depthTexDesc.Height = height;
depthTexDesc.MipLevels = 1;
depthTexDesc.ArraySize = 1;
depthTexDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthTexDesc.SampleDesc.Count = 1;
depthTexDesc.SampleDesc.Quality = 0;
depthTexDesc.Usage = D3D11_USAGE_DEFAULT;
depthTexDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthTexDesc.CPUAccessFlags = 0;
depthTexDesc.MiscFlags = 0;
result = d3dDevice_->CreateTexture2D(&depthTexDesc, NULL, &depthTexture_);
if(FAILED(result))
{
  DXTRACE_MSG("Failed to create the depth texture!");
  return false;
}
//depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
ZeroMemory(&descDSV, sizeof(descDSV));
descDSV.Format = depthTexDesc.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
result = d3dDevice_->CreateDepthStencilView(depthTexture_, &descDSV, &depthStencilView_);
if(FAILED(result))
{
  DXTRACE_MSG("Failed to create the depth stencil target view!");
  return false;
}

d3dContext_->OMSetRenderTargets(1, &backBufferTarget_, 0);
D3D11_VIEWPORT viewport;
viewport.Width = static_cast<float>(width);
viewport.Height = static_cast<float>(height);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
d3dContext_->RSSetViewports(1, &viewport);
return LoadContent();
}

And here is my Draw Method:
void Modeldemo::Render()
{
if( d3dContext_ == 0 )
	    return;
    float clearColor[4] = { 0.0f, 0.0f, 0.25f, 1.0f };
    d3dContext_->ClearRenderTargetView( backBufferTarget_, clearColor );
    d3dContext_->ClearDepthStencilView( depthStencilView_, D3D11_CLEAR_DEPTH, 1.0f, 0 );

    unsigned int stride = sizeof( VertexPos );
    unsigned int offset = 0;
    d3dContext_->IASetInputLayout( inputLayout_ );
    d3dContext_->IASetVertexBuffers( 0, 1, &vertexBuffer_, &stride, &offset );
    d3dContext_->IASetIndexBuffer( indexBuffer_, DXGI_FORMAT_R16_UINT, 0 );
    d3dContext_->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
d3dContext_->VSSetShader( colorMapVS_, 0, 0 );
    d3dContext_->PSSetShader( colorMapPS_, 0, 0 );
    d3dContext_->PSSetShaderResources( 0, 1, &colorMap_ );
    d3dContext_->PSSetSamplers( 0, 1, &colorMapSampler_ );
    XMMATRIX worldMat = XMMatrixIdentity( );
    worldMat = XMMatrixTranspose( worldMat );
    XMMATRIX viewMat = cam_.GetViewMatrix( );
    viewMat = XMMatrixTranspose( viewMat );
    d3dContext_->UpdateSubresource( worldCB_, 0, 0, &worldMat, 0, 0 );
    d3dContext_->UpdateSubresource( viewCB_, 0, 0, &viewMat, 0, 0 );
    d3dContext_->UpdateSubresource( projCB_, 0, 0, &projMatrix_, 0, 0 );
    d3dContext_->VSSetConstantBuffers( 0, 1, &worldCB_ );
    d3dContext_->VSSetConstantBuffers( 1, 1, &viewCB_ );
    d3dContext_->VSSetConstantBuffers( 2, 1, &projCB_ );
    int size = model->indicesCount;
d3dContext_->Draw( size, 0);
    swapChain_->Present( 0, 0 );
}

It also appears to me you have some wind-ordering issue with your model. Have you tried setting the rasterizer state to not cull back/front faces?


Yes, but no changes to the model.

#4   Members   

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Posted 21 May 2012 - 10:40 PM

Maybe the issue is with your shaders, an inccorect matrices transformation.
It would be a Direct3D version's independent problem.

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Posted 21 May 2012 - 11:52 PM

Here is my ShaderCode
Texture2D colorMap_ : register( t0 );
SamplerState colorSampler_ : register( s0 );

cbuffer cbChangesEveryFrame : register( b0 )
{
    matrix worldMatrix;
};
cbuffer cbNeverChanges : register( b1 )
{
    matrix viewMatrix;
};
cbuffer cbChangeOnResize : register( b2 )
{
    matrix projMatrix;
};

struct VS_Input
{
    float4 pos  : POSITION;
    float2 tex0 : TEXCOORD0;
};
struct PS_Input
{
    float4 pos  : SV_POSITION;
    float2 tex0 : TEXCOORD0;
};

PS_Input VS_Main( VS_Input vertex )
{
    PS_Input vsOut = ( PS_Input )0;
    vsOut.pos = mul( vertex.pos, worldMatrix );
    vsOut.pos = mul( vsOut.pos, viewMatrix );
    vsOut.pos = mul( vsOut.pos, projMatrix );
    vsOut.tex0 = vertex.tex0;
    return vsOut;
}

float4 PS_Main( PS_Input frag ) : SV_TARGET
{
    return colorMap_.Sample( colorSampler_, frag.tex0 );
}


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Posted 22 May 2012 - 12:33 AM

Can you also show how do you create your projection matrix?

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Posted 22 May 2012 - 12:48 AM

sure.
projMatrix_ = XMMatrixPerspectiveFovLH(XM_PIDIV4, 800.0f / 600.0f, 0.01f, 1000.0f);
projMatrix_ = XMMatrixTranspose(projMatrix_);


#8   Members   

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Posted 22 May 2012 - 01:11 AM

Seems that you pass NULL as 3rd parameter to the OMSetRenderTargets method.


void OMSetRenderTargets(
[in] UINT NumViews,
[in] ID3D11RenderTargetView *const **ppRenderTargetViews,
[in] ID3D11DepthStencilView *pDepthStencilView
);

3rd parameter should be your DepthStencilView.

Cheers!

#9   Members   

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Posted 22 May 2012 - 01:19 AM

THX! it works.

I feel so stupid now >.<




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