dxdude, I have turned off any other draw calls for now such as skybox etc. so what you mentioned should not be an issue.
Jason, I have a blend state, and a depthstencil state. I didn't know about the rasterizer state or the output merger state! So those are in some default condition. I'll have to look into that. As for pixel history, the only thing that shows up on the render window is the background color, so I'm not sure which pixel to click on. I'll try a few when I get a chance.
EDIT: Ok, I've now set this rasterizer state, but I still get no drawing:
RasterizerStateDescription renderStateDesc = new RasterizerStateDescription();
renderStateDesc.CullMode = CullMode.None;
renderStateDesc.IsFrontCounterClockwise = false;
renderStateDesc.FillMode = FillMode.Solid;
RasterizerState rasterState = new RasterizerState(Game.GraphicsDevice, renderStateDesc);
Game.GraphicsDevice.ImmediateContext.Rasterizer.State = rasterState;
As for the output merger state, I can't find that exact terminology in SharpDX. Does it go by another name?
EDIT2: also, I am clearing the depthstencil buffer with this command for every frame:
public static void Render()
{
elapsedTime += GameTime.ElapsedTimeLastUpdate;
if (maxFrameRate > 0 && ticksPerFrame > elapsedTime.Ticks)
return;
context.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
context.ClearRenderTargetView(renderTarget, new Color4(0.25f, 0.5f, 1.0f, 1.0f));
//device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.CornflowerBlue, 1.0f, 0);
//device.BeginScene();
foreach (DrawableGameComponent comp in drawableGameComponents)
{
if(comp.Enabled)
comp.Render();
}
//device.EndScene();
swapChain.Present(0, PresentFlags.None);
elapsedTime = TimeSpan.Zero;
}
I'm not sure if these values are carried over from DX9, and that maybe they are not valid anymore.