[DX10] Triangle not being rasterized
Whoops, I've fixed the shader (somehow it didn't copy correctly) and will post the draw call when I get home.
The draw call is simply
g_d3dDevice->Draw(3, 0);
The right vertex buffer is assigned and the vertices are correctly transformed in the vertex shader. I believe its the rasterizer that's doing *something* weird, but I've no idea what.
g_d3dDevice->Draw(3, 0);
The right vertex buffer is assigned and the vertices are correctly transformed in the vertex shader. I believe its the rasterizer that's doing *something* weird, but I've no idea what.
By draw call I meant all code around (the "set state" of the output merger, input assembler, etc)
Quote:Original post by XVincentX
Have you checked the buffer creation??
Post also the buffer creation.
P.S. Have you set primitive topology?
Quote:Original post by XVincentX
P.S. Have you set primitive topology?
Silly me! I'd accidently been specifying a value from my vertex type enum which happened to equate to D3D10_PRIMITIVE_TOPOLOGY_POINTLIST. The point in the screen's centre was the first vertex, the other two were off-screen.
Thanks guys!
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