I’m using the directx10 demo WireFramed in my application which is using Directx11.1.
I’ve pulled the effect apart and created separate HLSL vs, gs and ps files that vs2013 compiles into bytecode for me. i think link the header files containing the bytecode in my application to create the shaders. i also set the blendstate, rasterizerstate and stencilState.

I read the pdf support file, which stated the edge to receive the opaque coloring is determined by the index of the vertices. the first edge.

so i defined a vertexbuffer with the following two triangles.
v0 = {0.000000, 0.000000, 0.000000};
v1 = {0.000000, 0.000000, 1.000000};
v2 = {1.000000, 0.000000, 1.000000};
v3 = {1.000000, 0.000000, 1.000000};
v4 = {1.000000, 0.000000, 0.000000};
v5 = {0.000000, 0.000000, 0.000000};

then a indexbuffer.

ib = {0, 2, 1, 3, 5, 4};

however this seems to be doing the complete inverse and drawing a white wirecolor line as the diagonal and the patterncolor for the other two edges.

Am i missing some here, has something changed between directx10 and directx11 that i need to do to get this to work?

I also messed around with changing the index buffer to draw in a different order, still on one line getting the wire color.

also tried just a draw, without the index buffer, and arranging the vertices in diagonal first order, still not good.

Please help me out.


oh, here is a link which displays my issues in two images.