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Visual Studio DirectX Graphics Debugger - Can I get Rasterizer info?

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I'm generating a mesh from a list of triangles and I can see the mesh properly in the Input Assembler in the Graphics Diagnostics of Visual Studio 2013, I can even see the proper vertex coordinates go trough the vertex shader, however the mesh doesn't get drawn.I think the rasterizer doesn't see it as triangles or something.All my other meshes render properly, however this one doesn't.I'm building it by adding pairs of 3 vertices in a list of triangles.What could be causing it to properly show up in the debugger, but not on the real screen?

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Is your vertex winding in the correct order?  If not, then you would see your vertices lookin' good up until the rasterizer, where they would be back face culled.  Try to set the back face to none in the rasterizer state object to see if this is the case.

 

I believe there is also a way to select a pixel that would have been affected by a particular primitive, and then you can see what caused that primitive to get removed from the pipeline.

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