Got per-pixel lighting implemented; supports 6 lights at the moment, but I might add more. Really simple stuff at the moment (just basic lights), but I'm going to be adding more stuff.
Back to work; lots to do now.
Wtf, I get this done and no more than 5 minutes later, the game breaks. I haven't touched anything; I was just playing around with the lights and boom all of a sudden no textures. After a restart now I've got pink lines running through my screen. I've checked everything I can think of, but nothing fixes it.
Fixed the problem. Only took me two and a half hours -_-. I guess I'll explain just in case any of you run into it.
My engine class is setup like so:
bool SetUp(const std::string AppName, int Width = 0, int Height = 0, bool Windowed = true);
GfxDevice.ComPtr->Clear(0, 0, D3DCLEAR_TARGET, Graphics::Color::Black, 1.0, 0);
GfxDevice.ComPtr->Present(0, 0, 0, 0);
Rectangle GetScreenRectangle() const;
So I'm rendering the scene to a texture and then rendering that texture to the screen using shaders. Here's some pseudo of how I'm doing it:
The problem being that I'm calling PostRender() twice, which call's Present() twice. The part I find really lovely is that it worked for more than a day and then broke out of nowhere.
Anyway, it's fixed now and I'm back on my way.