Hi Guys,
I have been scratching my head trying to figure this one out for hours.
I have a shader which is working fine when I send World, View, and Projection matrices to it and everything is rendering correctly.
char cameraData[sizeof(DirectX::XMMATRIX) * 3];
memcpy(cameraData + sizeof(DirectX::XMMATRIX) * 0, &matWorld, sizeof(DirectX::XMMATRIX));
memcpy(cameraData + sizeof(DirectX::XMMATRIX) * 1, &matView, sizeof(DirectX::XMMATRIX));
memcpy(cameraData + sizeof(DirectX::XMMATRIX) * 2, &matProjection, sizeof(DirectX::XMMATRIX));
renderer.GetContext()->UpdateSubresource(renderer.d3dWvpCB, 0, 0, &cameraData, 0, 0);
renderer.GetContext()->VSSetConstantBuffers(0, 1, &renderer.d3dWvpCB);
And the shader input side;
cbuffer WVPCB : register …