Im not sure the Topic Title is abstract or on the money but it's the closest I can come to articulating my problem
lets say I have a quad in the background and then I decide to load a cube atop of it.
The problem I have been having is that whatever order I load the buffers for said object, lets
say:
loadContent.Quad();
loadContent.Cube();
Since the Cube was called last it will be the only thing that will be rendered. This is all being done in perspectiveLH projection
Should I give them each their own Shaders and Buffers? That it seems would be the brute force approach. Maybe im missing something.
I tired to include them both in one draw call then I present the swap Chain, that didn't work.
So then I tried to draw object to the backBuffer then the next and then present, still with the same lingering problem.
I am positive this pertains to Z-Buffering. I set up a depth-Stencil-View.
Any help would be appreciated
I am using C++ and D3D11
-Marcus Hansen