"Undefined Value" or perhaps the D3D11CompileFromFile isn't loading the HLSL file.
I'm using oldsyntax CLI for my custom Engine wrapper just to design the level in C#.
Here's a small snipplet.
namespace Engine {
namespace Shaders {
__gc public class Shader {
private:
LPCWSTR *shaderfile;
public:
Shader() {
}
void Load() {
// load and compile the two shaders
ID3D10Blob *VS, *PS;
D3DX11CompileFromFile((LPCWSTR)"basicShader.hlsl", 0, 0, "VShader", "vs_5_0", 0, 0, 0, &VS, 0, 0);
D3DX11CompileFromFile((LPCWSTR)"basicShader.hlsl", 0, 0, "PShader", "ps_5_0", 0, 0, 0, &PS, 0, 0);
// encapsulate both shaders into shader objects
dev->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &pVS);
dev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pPS);
....
The error happens when
dev->CreateVertexShader(VS->GetBufferPoint(),....);
when I hover my mouse over &pVS it shows up Undefined Value. I can only assume the Blobby isn't doing it's job.
It's not pain I like - it's only that it challenges me to think!