return float4(1.0f, 1.0f, 1.0f, 1.0f);
I don't see the white object.
And i try to use "D3D11_CULL_NONE", it's still not work.
so I think the problem seem in the render target because I can see the object in Post-Vertex Shader in the PIX,
It can prove the matrix work, isn't it?
Here is the code about the render target:
[source lang="cpp"] hr = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr); CHECK_FAILED(hr) hr = m_device->CreateRenderTargetView(backBufferPtr, NULL, &defaultRenderTargetView); CHECK_FAILED(hr) backBufferPtr->Release(); backBufferPtr = 0; deviceContext->OMSetRenderTargets(1, &defaultRenderTargetView, NULL);[/source]
The code is simple. but I only use OMSetRenderTargets at the beginning of the porgram. Shall I use It pre-frame?
And I still dont know what's wrong in my code.

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