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DX11 [SlimDx] Nothing Being Rendered [Solved]

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I need some an extra pair of eyes folks, Ive been going crazy trying to figure this out for a few hours now.
I took the sample MiniTri code for Dx11.
All I wanted to do was change the code to include a camera.
So I added 2 matrices, one for view, one for projection.
I also changed the effect file to mul(...) the world/view/projection.

But the result is just a black screen. I cant figure it out. The effect file looks correct. Ive compare with out effect files.
And the matrices look correct. So I have no idea why its not working.
Ive also tried positioning the camera in different locations (incase its a culling issue), still nothing.

This is the code:
using System;
using System.Drawing;
using System.Windows.Forms;
using SlimDX;
using SlimDX.Direct3D11;
using SlimDX.DXGI;
using SlimDX.Windows;
using SlimDX.D3DCompiler;
using Device = SlimDX.Direct3D11.Device;

namespace Dx11Project1
static class Program
static void Main()
var form = new RenderForm("SlimDX - MiniTri Direct3D 11 Sample");
var desc = new SwapChainDescription()
BufferCount = 1,
ModeDescription = new ModeDescription(form.ClientSize.Width, form.ClientSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
IsWindowed = true,
OutputHandle = form.Handle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput

Device device;
SwapChain swapChain;
Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, desc, out device, out swapChain);

Factory factory = swapChain.GetParent<Factory>();
factory.SetWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);

Texture2D backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
var renderView = new RenderTargetView(device, backBuffer);
var bytecode = ShaderBytecode.CompileFromFile("MiniTri.fx", "fx_5_0", ShaderFlags.None, EffectFlags.None);
var effect = new Effect(device, bytecode);
var technique = effect.GetTechniqueByIndex(0);
var pass = technique.GetPassByIndex(0);
var layout = new InputLayout(device, pass.Description.Signature, new[] {
new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0)

// setup triangle vertices
var stream = new DataStream(3 * 32, true, true);
stream.WriteRange(new[] {
new Vector4(-5.0f, 0.0f, 0.0f, 1.0f), new Vector4(1.0f, 0.0f, 0.0f, 1.0f),
new Vector4(0.0f, 5.0f, 0.0f, 1.0f), new Vector4(0.0f, 1.0f, 0.0f, 1.0f),
new Vector4(5.0f, 0.0f, 0.0f, 1.0f), new Vector4(0.0f, 0.0f, 1.0f, 1.0f)
stream.Position = 0;

var vertices = new SlimDX.Direct3D11.Buffer(device, stream, new BufferDescription()
BindFlags = BindFlags.VertexBuffer,
CpuAccessFlags = CpuAccessFlags.None,
OptionFlags = ResourceOptionFlags.None,
SizeInBytes = 3 * 32,
Usage = ResourceUsage.Default

device.ImmediateContext.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));

// Setup camera views
var view = Matrix.LookAtLH(new Vector3(0.0f, 0.0f, 5.0f), Vector3.Zero, Vector3.UnitY);
var projection = Matrix.PerspectiveLH(form.ClientSize.Width, form.ClientSize.Height, 0.0f, 100.0f);

MessagePump.Run(form, () =>
device.ImmediateContext.ClearRenderTargetView(renderView, Color.Black);

// set effect variables
var viewVariable = effect.GetVariableByName("View").AsMatrix();
var worldVariable = effect.GetVariableByName("World").AsMatrix();
var projVariable = effect.GetVariableByName("Projection").AsMatrix();


device.ImmediateContext.InputAssembler.InputLayout = layout;
device.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
device.ImmediateContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 32, 0));

for (int i = 0; i < technique.Description.PassCount; ++i)
device.ImmediateContext.Draw(3, 0);

swapChain.Present(0, PresentFlags.None);


And this is the effect file:
float4x4 World;
float4x4 View;
float4x4 Projection;

struct VS_IN
float4 pos : POSITION;
float4 col : COLOR;

struct PS_IN
float4 pos : SV_POSITION;
float4 col : COLOR;

PS_IN VS( VS_IN input )
PS_IN output = (PS_IN)0;

float4 worldPosition = mul(input.pos, World);
float4 viewPosition = mul(worldPosition, View);
output.pos = mul(viewPosition, Projection);

output.col = input.col;

return output;

float4 PS( PS_IN input ) : SV_Target
return input.col;

technique10 Render
pass P0
SetGeometryShader( 0 );
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetPixelShader( CompileShader( ps_4_0, PS() ) );

Is there a way of debugging Slimdx? Finding out whats going on with directx? Im running Win7 x64, so Pix doesnt work if I try.

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Your znear for the perspective transformation seems off. Try something > 0, e.g. 0.1.

Can't help you with PIX, unfortunately, I'm still on XP.

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Unfortunately that didnt help. However it did point me in the right direction.
It seems I shouldve been using:
var projection = Matrix.PerspectiveFovLH(45.0f, form.ClientSize.Width / (float)form.ClientSize.Height, 1.0f, 1000.0f);

I need to investigate the difference between PerspectiveLH and PerspectiveFovLH.

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When you call PerspectiveFOV, be sure to pass the angle in radians, not degrees.

Edit: Nevermind, your vertices are winding in the correct order.

The function PerspectiveLH takes its width and height in camera space coordinates, but you are passing screen space coordinates.

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