I have converted the sample from Directx10 SlimDX to work with Directx11. The initial testing was promising witht the fact that I can assign the base color, but when I try to run an effect the program doesn't actually draw the vertices.
The render code is as follows
public void Render(int arg)
{
D3DDevice.ImmediateContext.OutputMerger.SetTargets(SampleDepthView, SampleRenderView);
D3DDevice.ImmediateContext.Rasterizer.SetViewports(new Viewport(0, 0, WindowWidth, WindowHeight, 0.0f, 1.0f));
D3DDevice.ImmediateContext.ClearDepthStencilView(SampleDepthView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);
float c = ((float)(arg % 1000)) / 999.0f;
D3DDevice.ImmediateContext.ClearRenderTargetView(SampleRenderView, new SlimDX.Color4(1.0f, c, c, c));
D3DDevice.ImmediateContext.InputAssembler.InputLayout = SampleLayout;
D3DDevice.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
D3DDevice.ImmediateContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(SampleVertices, 32, 0));
EffectTechnique technique = SampleEffect.GetTechniqueByIndex(0);
EffectPass pass = technique.GetPassByIndex(0);
for (int i = 0; i < technique.Description.PassCount; ++i)
{
pass.Apply(D3DDevice.ImmediateContext);
D3DDevice.ImmediateContext.Draw(3, 0);
}
D3DDevice.ImmediateContext.Flush();
}
If anyone can help me find out what is wrong. I know that the shader I'm using works as I have used it in place of the minitri11 sample's shader and it worked fine.
Thanks in advance,
Curin