This is what happens in DirectX:
What it should do is display 5 of those birds. It only does one (the last one) and also not correctly.
And this is how it really should look like (same buffers etc., but done in openGL):
So any idea what could cause the problem?
My calls are:
Initialize:
this->device->QueryInterface(__uuidof(IDXGIDevice), (LPVOID*)&dxgiDevice);
dxgiDevice->GetAdapter(&adapter);
adapter->GetParent(IID_PPV_ARGS(&factory));
ZeroMemory(&swapChainDescription, sizeof(swapChainDescription));
swapChainDescription.BufferDesc.Width = this->description.ResolutionWidth;
swapChainDescription.BufferDesc.Height = this->description.ResolutionHeight;
swapChainDescription.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDescription.BufferDesc.RefreshRate.Numerator = 60;
swapChainDescription.BufferDesc.RefreshRate.Denominator = 1;
swapChainDescription.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
swapChainDescription.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_PROGRESSIVE;
swapChainDescription.SampleDesc.Count = 1;
swapChainDescription.SampleDesc.Quality = 0;
swapChainDescription.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDescription.BufferCount = 1;
swapChainDescription.OutputWindow = this->hwnd;
swapChainDescription.Windowed = !this->window->GetDescription().Fullscreen;
swapChainDescription.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapChainDescription.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
factory->CreateSwapChain(this->device, &swapChainDescription, &this->swapChain);
this->swapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&backBuffer);
this->device->CreateRenderTargetView(backBuffer, NULL, &this->backBufferView);
backBuffer->Release();
ZeroMemory(&depthStencilDescription, sizeof(depthStencilDescription));
depthStencilDescription.Width = this->description.ResolutionWidth;
depthStencilDescription.Height = this->description.ResolutionHeight;
depthStencilDescription.MipLevels = 1;
depthStencilDescription.ArraySize = 1;
depthStencilDescription.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilDescription.SampleDesc.Count = 1;
depthStencilDescription.SampleDesc.Quality = 0;
depthStencilDescription.Usage = D3D10_USAGE_DEFAULT;
depthStencilDescription.BindFlags = D3D10_BIND_DEPTH_STENCIL;
depthStencilDescription.CPUAccessFlags = 0;
depthStencilDescription.MiscFlags = 0;
this->device->CreateTexture2D(&depthStencilDescription, 0, &depthStencilBuffer);
this->device->CreateDepthStencilView(depthStencilBuffer, 0, &this->depthStencilBufferView);
depthStencilBuffer->Release();
viewPort.Width = this->description.ResolutionWidth;
viewPort.Height = this->description.ResolutionHeight;
viewPort.MinDepth = 0.0f;
viewPort.MaxDepth = 1.0f;
viewPort.TopLeftX = 0;
viewPort.TopLeftY = 0;
this->device->RSSetViewports(1, &viewPort);
D3D10_BLEND_DESC BlendState;
ZeroMemory(&BlendState, sizeof(D3D10_BLEND_DESC));
BlendState.AlphaToCoverageEnable = FALSE;
BlendState.BlendEnable[0] = TRUE;
BlendState.SrcBlend = D3D10_BLEND_SRC_ALPHA;
BlendState.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
BlendState.BlendOp = D3D10_BLEND_OP_ADD;
BlendState.SrcBlendAlpha = D3D10_BLEND_ZERO;
BlendState.DestBlendAlpha = D3D10_BLEND_ZERO;
BlendState.BlendOpAlpha = D3D10_BLEND_OP_ADD;
BlendState.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
this->device->CreateBlendState(&BlendState, &this->blendState);
Each Frame (broken down to):
this->device->OMSetBlendState(this->blendState, 0, 0xffffffff);
this->device->OMSetRenderTargets(1, &this->backBufferView, this->depthStencilBufferView);
this->device->ClearRenderTargetView(this->backBufferView, &Color.colors[0]);
this->device->ClearDepthStencilView(this->depthStencilBufferView, D3D10_CLEAR_DEPTH |
D3D10_CLEAR_STENCIL, 1.0f, 0);
in for loop (5 times):
ID3D10Buffer* buff = (ID3D10Buffer*)buffer->GetData();
UINT stride = buffer->GetStride();
UINT offset = 0;
this->device->IASetVertexBuffers(0, 1, &buff, &stride, &offset);
ID3D10Buffer* buff = (ID3D10Buffer*)buffer->GetData();
this->device->IASetIndexBuffer(buff, DXGI_FORMAT_R32_UINT, 0);
this->device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
this->device->DrawIndexed(Indexes, 0, 0);
At the End
this->swapChain->Present(0, 0);