Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 10 Mar 2013
Offline Last Active Feb 15 2016 07:02 AM

#5275116 Problems with MFStartup(MF_VERSION)

Posted by on 10 February 2016 - 05:49 AM

It appears i had the wrong version of Windows Media Feature pack installed.

Downloading this one fixed the problem:


#5208143 [Solved]Garbage data in Vertexbuffer

Posted by on 02 February 2015 - 01:07 AM

Hello, when loading data from my application into the Vertexbuffer, it seems that random data is loaded instead of my vertices. See picture:




However, my vertices are defiened as follows (there are 24 in total, model is a cube):





I create my buffer like this:

D3D11_BUFFER_DESC vertexBufferDesc;
ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc));
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(SimpleVertex2) * _vertexes.size();
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
vertexBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA InitialVertexData;
ZeroMemory(&InitialVertexData, sizeof(InitialVertexData));
InitialVertexData.pSysMem = &_vertexes;
InitialVertexData.SysMemPitch = 0;
InitialVertexData.SysMemSlicePitch = 0;
_gfx->GetDevice()->CreateBuffer(&vertexBufferDesc, &InitialVertexData, &_vertexbuffer);

I set my vertexbuffer before rendering:

unsigned int _stride = sizeof(SimpleVertex2);
unsigned int _offset = 0;
_gfx->GetContext()->IASetVertexBuffers(0, 1, &_vertexbuffer, &_stride, &_offset);

My vertexformat:

struct SimpleVertex2
XMFLOAT3 Normal;

I am having trouble locating the source of the error. Hoping you can help my once again with my problems smile.png.




Edit: The problem was on this line:


InitialVertexData.pSysMem = &_vertexes;


When using vectors to initialize VBs you need to use:


InitialVertexData.pSysMem = &_vertexes[0];

#5158931 [Solved] Depth not working

Posted by on 07 June 2014 - 12:01 PM

Ok i found the problem. I was using the DirectX Toolkit to render text which disables the depthbuffer to do so, I just had to enable it again :)


D3DDeviceContext->OMSetDepthStencilState(pDSState, 1);