There is a period of time when developing a new renderer and you decide to make the move from 2D to 3D. You submit your 3D draws. Nothing. Black screen. Make a change. See a flicker. Keep changing things. Eventually you shake it enough to start seeing something.
3. If controls aren't in the cards, a rotating camera with a fairly wide fov works okay. The most important thing is to get full scene coverage. Position the camera away from the origin too, so you know your cam isn't inside your draws.
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4. Use a debugger. Visual Studio's graphics debugger is very usable for D3D, and stepping through shader code is a huge feature. RenderDoc is also good. Hardware vendors also have tools and YMMV with them. Always good to get versed in several.
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5. Disable backface culling. Disable depth testing. Disable stencil testing. Remove absolutely anything that would prevent pixels from being drawn on screen. Once you can see it, you can begin bringing those in one at a time.
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6. When drawing your first object, make it a tetrahedron. The verts/indices are easy to generate. They can be figured out in your head and hardcoded without too much trouble. If you draw a quad, you might look at it on side and not see it. A cube works too I guess.
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