Well I just converted my index buffer to a dynamic rather than immutable and updated every frame using the same indices (0, 1, 2, 0, 2, 3) along with the vertex buffer and now it works? Must be something wrong with my creation of the immutable index buffer then?
Hi. Thanks for your reply. I was made aware that DirectX 11 uses row major matrices but HLSL uses column major matrices so this transpose was necessary for this version of DirectX unlike previous versions. I have the same code in my 3D application that works fine. I did also try commenting them three lines out just in case but still no luck whatsoever. I am using a XMMatrixLookTo to calculate my view matrix from position, look and up vectors. But I've also tried setting each component manually using an additional right vector. No luck there either.