From 1a067ddc4b122c039fe413febf62e8394c4c6858 Mon Sep 17 00:00:00 2001 From: shuiyu1123 Date: Sat, 11 Jul 2026 15:55:44 +0800 Subject: [PATCH] fix: graphics_device_init - don't bind depth_stencil to OM raw3d_test proves D3D11 pipeline works when not using engine's init. Engine graphics_device_init has some state that conflicts with inline VB rendering. --- Engine/Rendering/graphics_device.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Engine/Rendering/graphics_device.c b/Engine/Rendering/graphics_device.c index 9ffe3b9..1a8f18e 100644 --- a/Engine/Rendering/graphics_device.c +++ b/Engine/Rendering/graphics_device.c @@ -60,7 +60,7 @@ int graphics_device_init(GraphicsDevice* d, void* hwnd, uint32_t w, uint32_t h, d->device->lpVtbl->CreateRenderTargetView(d->device, (ID3D11Resource*)back_buffer, NULL, &d->render_target); if (back_buffer) back_buffer->lpVtbl->Release(back_buffer); create_depth_stencil(d, w, h); - d->context->lpVtbl->OMSetRenderTargets(d->context, 1, &d->render_target, d->depth_stencil); + d->context->lpVtbl->OMSetRenderTargets(d->context, 1, &d->render_target, NULL); D3D11_VIEWPORT vp = {0}; vp.Width = (float)w; vp.Height = (float)h; vp.MaxDepth = 1.0f;