@@ -136,7 +136,7 @@ _init :: proc(width: int, height: int, title: string,
device->CreateRasterizerState(&rasterizer_desc, &rasterizer_state)
depth_stencil_desc := D3D11.DEPTH_STENCIL_DESC{
- DepthEnable = true,
+ DepthEnable = false,
DepthWriteMask = .ALL,
DepthFunc = .LESS,
}
@@ -1,5 +1,9 @@
X Make 0, 0 be at top left (should vertex data be flipped, or is it a transformation thingy?)
X Construct vertex buffer from k2.draw_blabla calls. Do we need index buffer? 🤷
* Organize the d3d11 things neatly. It's just a hack right now!
+ - enable debug layers
+ - asserting on hresult and checking errors
+ - clean up on shutdown
+* Do proper checks of vertex count and dispatch rendering when full
* Should we sort by depth?
* Load textures and somehow bind to shader -- split draw calls on texture switch -- needs a start of a batch system.