DirectX 11 every mesh is drawn to depth buffer as a 0 resulting in effectively no depth testing
To the best of my knowledge I have the depth testing set up correctly however objects are just drawn first to last. I’ve looked in the graphics debugger and it appears that when a mesh is drawn it sets the depth buffer to 0 no matter its distance.
DirectX 11 every mesh is drawn to depth buffer as a 0 resulting in effectively no depth testing
To the best of my knowledge I have the depth testing set up correctly however objects are just drawn first to last. I’ve looked in the graphics debugger and it appears that when a mesh is drawn it sets the depth buffer to 0 no matter its distance.
The try catch block does not catch the nullptr pointer error (probably) in C++
I have a function designed to update various types of data, and I’m encountering an issue where the try-catch block doesn’t seem to catch a nullptr error when I’m attempting to update buffer data for DirectX.
One of my indices does not have the right coordinates in DirectX11
I’m trying to create a triangle using directX 11. The triangle is being loaded fine as well with the vertices, however only 2 of the 3 vertices are working. What I mean by this is that the third vertice for some reason is not moving according the coordinates I am inputing and instead it just stays at the origin.