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This might be due to the fact that NDC space (post-projective space) in D3D extends from 0 to 1 along the z axis, while in OpenGL it extends from -1 to 1. This requires a change to your projection matrices to generate Z values in the correct range, else half of your depth range will be gone. Window space is top-down in DirectX, rather than bottom-up as in ...


DirectXMath has the overloads needed for this operation: struct XMMATRIX { XMMATRIX& operator*= (float S); XMMATRIX operator* (float S) const; friend XMMATRIX XM_CALLCONV operator* (float S, FXMMATRIX M); }; Likely the problem you are having is that you do not have the proper namespace scope active to find the operator* ...


The issue you are hitting is that OMSetRenderTargets does not take a pointer to the RenderTargetView object. It takes a pointer to an array of pointers to RenderTargetView objects to support Multiple Render Target (MRT) rendering configurations. void OMSetRenderTargets(UINT NumViews, ID3D11RenderTargetView *const *ppRenderTargetViews, ...


GuyRT is right. For some reason Ogre 1.9 + RenderSystemDX11 has problems generating the texture mipmap levels. I'm not sure the cause of this, but it is easily fixed by using Microsoft DirectX Texture Tool to generate the mip levels in the .dds

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