Rendering multiple models bug on DirectX 12
<p>I am trying to render multiple models on DirectX 12 using only one graphic context, but the result is very weird and I have not much idea what is the reason. <a href="https://i.stack.imgur.com/UVElr.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/UVElr.jpg" alt="enter image description here"></a>Rendering result of the sponza model from outside, the one on right is the correct result and the one on left has problem.  </p>

<p><a href="https://i.stack.imgur.com/zHnOr.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/zHnOr.jpg" alt="enter image description here"></a>Rendering result of the left sponza (the one has problem) from inside.</p>

<p>Even the loaded two meshes are the same, each model has its own vertex buffer, index buffer and SRVs. In the process of creating graphics context, there is only one graphics context and set with each model's index and vertex buffer, and then I call the drawIndexed() function to render it. After the graphics context is created, we execute the graphics context once per frame. However, if we create an individual graphics context to each model and execute all graphics contexts per frame, the rendering works fine but the frame rate drops a lot.    </p>

<p>It will be very helpful for you to provide any hints about what is the reason for the weird result, or providing a solution is even better. Thank you very much in advanced.  </p>