No, Ogre handles backwards compatibility mode right.
I have many strange things going on now with Ogre Samples, using DirectX 11 Render System - I am using the code from my repo. As I described also on other posts, I had to change from Visual Studio 2010 to Visual Studio 2012 on Windows 7 64bits, because of a platform update which changed some of the DirectX11 .dll files. I wanted to change them back, so I tried to reinstall DirectX 11 SDK, but it couldn't be done.
Now, for the same code - samples - the new build is not working. On of them being the compositor sample, if I run it and choose any of the compositors Ogre stops and gives me this error:
Code: Select all
D3D11 ERROR: ID3D11DeviceContext::Draw: The Shader Resource View dimension declared in the shader code (TEXTURE2D) does not match the view type bound to slot 0 of the Pixel Shader unit (TEXTURE2DMS). This mismatch is invalid if the shader actually uses the view (e.g. it is not skipped due to shader code branching). [ EXECUTION ERROR #354: DEVICE_DRAW_VIEW_DIMENSION_MISMATCH]
First-chance exception at 0x000007FEFD429E5D in SampleBrowser_d.exe: Microsoft C++ exception: Ogre::RenderingAPIException at memory location 0x0000000000B0DDB0.
There are also other samples, which were working with the Visual Studio 2010 build, and they are not more working on the new build - like BumpMapping.
Did anyone have such problems ? I am trying to debug all the samples and to add tessellation samples to sample browser, you can see it from my repo, but now I am stuck with these things.
I would need help.
Thanks.