Apologies if this is in the wrong forum as perhaps it's a general problem, but I am specifically using the DirectX 11 runtime. I'm sure my problem is some basic matter that I just don't understand yet and I'm hopeful someone can help. I'm new to graphics, and sometimes I don't know what it is that I don't yet know.
Here's my situation. I have a dirt-simple DX11 renderer into which I'm loading mesh data that was parsed in from FBX (created in Maya and Blender). As long as the mesh is a simple primitive like a cube or a sphere everything works wonderfully. The mesh is recreated faithfully on my screen, and in fact I was getting to work on pixel shaders when I noticed something odd.
If the mesh is less simple -- say, if I grabbed a face in Maya and moved or extruded it a bit -- then that extruded geometry does not clip properly when I render the mesh. Exhibit A:
As you can see, the modified geometry doesn't cull correctly.
I didn't know what to make of that so I made a couple of geometry shaders to help me debug. That's what you see in the video. The lines are the calculated face normals and the vertex colors are coded R, G, B in the order received by the geometry shader. I had originally thought that the offending polys might be getting wound cw rather than ccw as a result of operations in Maya, but they all appear to be ccw. The calculated normals also appear to be pointing the right way.
I've looked at my depth/stencil states and they appear fine, but I expected that since I can draw spheres and cubes and such correctly all day. My near clip plane isn't set to zero; I thought of that.
Frankly I don't know what else to check. This has been driving me batty all day. Please send help.
Just wanted to add that I do have the debug layers going and I'm checking my HRESULTS and nothing is amiss as far as that goes. And I'm drawing with an opaque blend state.
Edited by Anonymous Noob, 03 April 2014 - 12:42 AM.