I am currently working on a sprite renderer using textured quads in DirectX11. I'm doing this instead of using DirectXTK because I need to use shaders for some of my sprites.
I'm experiencing 2 issues (which may be linked) with my renderer. I believe these are linked because these issues are not reflected in the thumbnail preview for the graphics debugger.
As you can see, the bigger issue is that only the last thing drawn to the screen shows up in the output. All other content is replaced with the background color, set using ClearRenderTargetView.
The second issue is that at each stage, the sprite that is rendered is rendered over a stack of all previously rendered textures. Checking the pipeline stages, this is not reflected in the pixel shader or Output Merger, but there is a bound resource in the Output Merger which shows this output.
I know I haven't provided any code yet, but that's just because I'm at a loss for where in my graphics code this could be happening, and I don't want to just dump my code here. If anyone has any idea what might be going wrong here, please let me know.