Original Post
Hi there,
This is my first post here and I would like to ask for some help or fresh ideas for debugging.
I am trying to draw a simple full screen quad using directX11.
I draw two triangles in the range (-1,1) in x and y. I use a pass through vertex shader and the fragment shader writed the pixel to red.
I checked the render target, and states but I can’t get to have anything on the screen.
I used PIX to debug the frame and the draw call seems to output the correct geometry to the viewport.
When I debug a pixel, there is no draw call event so I guess that the primitives are clipped, at least something wrong at the rasterizer stage...
I tried to change the order of the vertices, disabled depth clip but without succes...
Doesn any one has a suggestion on something I could be missing?
Thanks a lot.
Olive
This is my first post here and I would like to ask for some help or fresh ideas for debugging.
I am trying to draw a simple full screen quad using directX11.
I draw two triangles in the range (-1,1) in x and y. I use a pass through vertex shader and the fragment shader writed the pixel to red.
I checked the render target, and states but I can’t get to have anything on the screen.
I used PIX to debug the frame and the draw call seems to output the correct geometry to the viewport.
When I debug a pixel, there is no draw call event so I guess that the primitives are clipped, at least something wrong at the rasterizer stage...
I tried to change the order of the vertices, disabled depth clip but without succes...
Doesn any one has a suggestion on something I could be missing?
Thanks a lot.
Olive