There are some things to watch out for when working with DX11. It does work but it takes some effort to make sure that everything is using both fragment and vertex shaders.
Ogre.txt will have any errors loading shaders so check this to make sure all your shaders are loading properly.
The default material does not use shaders so you either need to make sure it never appears or use the Real Time Shader System (RTSS) to give it shaders.
Compositors also need full shaders so if you use one you'll need to make sure it has both fragment a vertex shader.
I had some issues with lazy shader creation using the RTSS so if you are using it try forcing it to create the materials you need.
Code: Select all
mShaderGenerator->createShaderBasedTechnique(...)
You are going to keep getting that exception till absolutely everything that you render has a fragment and a vertex shader. I would suggest if you are having problems figuring out what is causing the issue cut your scene back to nothing and work you're way back up till everything is in place again. Shader compile problems and missing materials were my main problems.
You can if you want setup your project to use a second scene for a while and just add one object at a time to it till you have worked through all your resources when they work swap back to the main system since it sounds like you have an existing system which might be complicated to selectively disable.