I'm trying to port some OpenGL code to DirectX11. I'm getting a blank screen and I can't seem to find the problem. I've pared back the program. I found the Graphics debugger in Visual Studio. I can't seem to get it.
I also posted a Stack Overflow question about it, but I haven't solved this yet. At the risk of posting an xyproblem question, here goes.
Is there a proper order that we have to call the following API calls when we "draw_frame()" for a single object:
First Clear the screen
- ClearRenderTargetView
- ClearDepthStencilView
Then:
- IASetInputLayout
- IASetIndexBuffer
- IASetPrimitiveTopology
- UpdateSubresource <-- sending in the transformation matrix here
- VSSetShader
- VSSetConstantBuffers <-- sending in the transformation matrix here
- PSSetShader
- OMSetRenderTargets
- DrawIndexed
Then swap back to front:
- Present
I'm trying to make my program work and understand the pieces and parts that go into making a DX11 program. In the process I'm trying to learn what debugging tools are available and how to use them. Any advice would be helpful in that area as well.