Hello everyone
Im rendering a triangle and according to visual studios debug capabilities it gets clipped somewhere between the vertex shader and the output merger. Ill illustrate that with an image:
The data after the vertex shader (current image) looks as it should with the given data but in the output merger nothing gets drawn. Ive compared the initialization code to one of my other projects and i couldnt find any differences. Therefore im not quite sure what code you might need but if you need anything just post it and ill look for the code.
/Edit:
I've found some more information, maybe it helps:
Pixel-Shader:
struct PixelInput
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD0;
};
float4 pixelMain(PixelInput input) : SV_TARGET {
return float4(1, 1, 1, 1);
}
Vertex-Shader:
struct VertexInput
{
float4 position : POSITION0;
float2 texCoord : TEXCOORD0;
};
struct VertexOutput
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD0;
};
cbuffer MatrixBuffer : register(c0)
{
matrix World;
matrix View;
matrix Projection;
};
VertexOutput vertexMain(VertexInput input) {
float4 posWorld = mul(input.position, World);
float4 posView = mul(posWorld, View);
float4 posProj = mul(posView, Projection);
VertexOutput output = (VertexOutput)0;
output.position = posProj;
output.texCoord = input.texCoord;
return output;
}