Hello!
First of all, I'm impressed by your game engine! Like it's simple and elegant solutions.
The second, seems like tools (pmtech_editor) are broken: when running in VS2022/VS2026, it crashes at render_dx11.cpp, line 1013. HResult of CreateVertexShader is E_INVALIDARGS (One or more args are invalid). So, check_d3d_error function asserts it. Same for release build. I cannot fix it, as I have no experience with Graphics programming. I checked CreateVertexShader signature, and all args look nice for me when calling. Tested for both VS2022/2026 with different Win SDK and build tools and different videocards: gtx 1070 and arc b580.
Call Stack:
pmtech_editor_d.exe!check_d3d_error(HRESULT hr) Line 30 C++
pmtech_editor_d.exe!pen::direct::renderer_load_shader(const pen::shader_load_params & params, unsigned int resource_slot) Line 1013 C++
pmtech_editor_d.exe!pen::exec_cmd(const anonymous-namespace'::renderer_cmd & cmd) Line 302 C++ pmtech_editor_d.exe!pen::renderer_wait_for_jobs() Line 633 C++ pmtech_editor_d.exe!pen::renderer_init(void * user_data, bool wait_for_jobs, unsigned int max_commands) Line 764 C++ pmtech_editor_d.exe!anonymous namespace'::pen_run_windowed(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 162 C++
pmtech_editor_d.exe!WinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 614 C++
Hello!
First of all, I'm impressed by your game engine! Like it's simple and elegant solutions.
The second, seems like tools (pmtech_editor) are broken: when running in VS2022/VS2026, it crashes at render_dx11.cpp, line 1013. HResult of CreateVertexShader is E_INVALIDARGS (One or more args are invalid). So, check_d3d_error function asserts it. Same for release build. I cannot fix it, as I have no experience with Graphics programming. I checked CreateVertexShader signature, and all args look nice for me when calling. Tested for both VS2022/2026 with different Win SDK and build tools and different videocards: gtx 1070 and arc b580.
Call Stack: