I've been mucking around with getting some instanced, indexed cubes to render in DX11, and have been encountering some odd artifacts. I'm fairly new to graphic programming so I wanted to get some more experienced eyes to take a look
So, I'm rendering two instanced cubes and when the camera is reasonably close they render without any issues :
But a small adjustment to the camera position in the x-axis (-5 to -8) results in the following :
And modifying the camera position so the y-axis position is zero (with the same x-axis) :
Moving the camera so it's x-axis position is positive results in similar problems :
I've checked out the mesh in PIX, and there isn't anything obvious that I can see in the output (x = -8, y = 0):
So... any ideas why the cubes I'm rendering are having their faces culled? I'm pretty sure I've got clockwise winding for all of the faces, and the near far planes for the viewport are set to a reasonable value (0.0f, 10000.0f). The camera is always pointing to (0.0f, 0.0f, 1.0f). Back face culling is enabled.
Thanks for your help!