{"action":"closed","issue":{"url":"https://api.github.com/repos/bkaradzic/bgfx/issues/399","labels_url":"https://api.github.com/repos/bkaradzic/bgfx/issues/399/labels{/name}","comments_url":"https://api.github.com/repos/bkaradzic/bgfx/issues/399/comments","events_url":"https://api.github.com/repos/bkaradzic/bgfx/issues/399/events","html_url":"https://github.com/bkaradzic/bgfx/issues/399","id":80062883,"number":399,"title":"Any thoughts on why our WinRT/Dx11 build won't render our bgfx::submit calls?","user":{"login":"TedHoward","id":28816,"avatar_url":"https://avatars.githubusercontent.com/u/28816?v=3","gravatar_id":"","url":"https://api.github.com/users/TedHoward","html_url":"https://github.com/TedHoward","followers_url":"https://api.github.com/users/TedHoward/followers","following_url":"https://api.github.com/users/TedHoward/following{/other_user}","gists_url":"https://api.github.com/users/TedHoward/gists{/gist_id}","starred_url":"https://api.github.com/users/TedHoward/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/TedHoward/subscriptions","organizations_url":"https://api.github.com/users/TedHoward/orgs","repos_url":"https://api.github.com/users/TedHoward/repos","events_url":"https://api.github.com/users/TedHoward/events{/privacy}","received_events_url":"https://api.github.com/users/TedHoward/received_events","type":"User","site_admin":false},"labels":[],"state":"closed","locked":false,"assignee":null,"milestone":null,"comments":5,"created_at":"2015-05-24T05:40:35Z","updated_at":"2015-05-25T04:51:04Z","closed_at":"2015-05-25T04:51:04Z","body":"RichardGale ported our game nicely from SDL to bgfx, thanks to help from this pseudo-forum. It runs on every platform you care to name ... except Windows 8/WinRT/D3D11 where it very nearly works. I'm probably 1 render state flag away from it working. I've been struggling with this enough that I thought I'd see if anyone had any ideas or suggestions.\r\n\r\nPIX (now called Graphics Diagnostics sadly) shows our render working flawlessly; if what it shows as being rendered were actually rendered we would merge bgfx into our master branch today. But in the app, the only thing I see is a screen of our bgfx::setViewClear() color and bgfx::dbgTextPrintf() text. \r\n\r\nDebug output shows no related errors. Using PIX, I've verified that depth testing, scissoring, and all other states I can think of aren't causing problems. I've compiled and tested the examples on win32 with DirectX11 and they work. After having exhausted trying changes and experiments that make sense, I even tried handfuls of random options, states, and commenting out code.\r\n\r\nAnyone have any thoughts?"}}