   [dx11] Just my first Pass is being applied
  Im trying to make a 3d anaglyph rendering, Im not yet applying any alpha blending, just appling 2 effect passes, the first one filters out green and blue(displaying red) and the other filters out the red(displaying cyan)..But its always displaying in red(the first pass), it just displays the second pass if I comment out the first pass..Since Im not making any alpha blending, the pass that should be noticed is the second right? not the first, whats going on?Its the first time I use more than one pass..//clear screen:pDContext_p->ClearRenderTargetView( pRTV_p, fClearColor );pDContext_p->ClearDepthStencilView( pDSV_p, D3D11_CLEAR_DEPTH, 1.0f, NULL );//PASS 0//update camera(mView)shader cb:Camera.mView = XMMatrixLookAtLH( Cam3DPos[0], Camera.aim, Camera.up );pEmViewSCB_p->SetMatrix( (FLOAT*)&Camera.mView );//update camerapos shader cb:pEvCameraPosSCB_p->SetFloatVector( (FLOAT*)&Cam3DPos[0] );//for all meshs:for( UINT k=0; k<Vmeshs.size(); k++ ){//update mesh world(mWorld) cb:pEmWorldSCB_p->SetMatrix( (FLOAT*)&Vmeshs[k].mWorld );//update mesh texture srv:pETextureSRV_p->SetResource( Vmeshs[k].pMeshTexture );//set mesh buffer to the IA:static UINT offset = NULL;pDContext_p->IASetVertexBuffers( 0, 1, &Vmeshs[k].pMeshVertexBuffer, &Vmeshs[k].iStride, &offset );//draw mesh:pEPassLeftRed_p->Apply( NULL, pDContext_p );pDContext_p->Draw( Vmeshs[k].iVcount, 0 );}//F traverse meshs//PASS 1//update camera(mView)shader cb:Camera.mView = XMMatrixLookAtLH( Cam3DPos[1], Camera.aim, Camera.up );pEmViewSCB_p->SetMatrix( (FLOAT*)&Camera.mView );//update camerapos shade cb:pEvCameraPosSCB_p->SetFloatVector( (FLOAT*)&Cam3DPos[1] );//for all meshs:for( UINT k=0; k<Vmeshs.size(); k++ ){//update mesh world(mWorld) cb:pEmWorldSCB_p->SetMatrix( (FLOAT*)&Vmeshs[k].mWorld );//update mesh texture srv:pETextureSRV_p->SetResource( Vmeshs[k].pMeshTexture );//set mesh buffer to the IA:static UINT offset = NULL;pDContext_p->IASetVertexBuffers( 0, 1, &Vmeshs[k].pMeshVertexBuffer, &Vmeshs[k].iStride, &offset );//draw mesh:pEPassRightCyan_p->Apply( NULL, pDContext_p );pDContext_p->Draw( Vmeshs[k].iVcount, 0 );}//F traverse meshs//present scenepSwapChain_p->Present( 0, NULL );
  Maybe the depthtest for the second pass fails?   ;  But why? Am I doing anything wrong? Its the same scene that are being renderized, with a bit of modification on the view matrix X axis only, and doesnt matter the order of the passes(pass 0 and 1 or 1 and 0), just the first one get applied(noticed)..   