зеркало из https://github.com/microsoft/DirectXTK.git
Updated GeometricPrimitive (markdown)
Родитель
9aaba305e5
Коммит
d5a0a5ecb8
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@ -214,7 +214,7 @@ auto vsize = UINT(newVerts.size() * sizeof(VertexPositionColor));
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auto isize = UINT(indices.size() * sizeof(uint16_t));
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auto vdesc = CD3D11_BUFFER_DESC(vsize, D3D11_BIND_VERTEX_BUFFER);
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auto idesc = CD3D11_BUFFER_DESC(vsize, D3D11_BIND_INDEX_BUFFER);
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auto idesc = CD3D11_BUFFER_DESC(isize, D3D11_BIND_INDEX_BUFFER);
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D3D11_SUBRESOURCE_DATA initData = { newVerts.data(), vsize, 0 };
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DX::ThrowIfFailed(device->CreateBuffer(&vdesc, &initData,
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@ -251,11 +251,11 @@ deviceContext->RSSetState( states->CullNone() );
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effect->Apply(deviceContext);
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deviceContext->IASetInputLayout(inputLayout.Get());
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auto vertexBuffer = vertexBuffer.Get();
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auto vb = vertexBuffer.Get();
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UINT vertexStride = sizeof(VertexPositionColor);
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UINT vertexOffset = 0;
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deviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset);
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deviceContext->IASetVertexBuffers(0, 1, &vb, &vertexStride, &vertexOffset);
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deviceContext->IASetIndexBuffer(indexBuffer.Get(), DXGI_FORMAT_R16_UINT, 0);
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deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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@ -263,7 +263,6 @@ deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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deviceContext->DrawIndexed(indexCount, 0, 0);
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```
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# Feature Level Notes
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In order to support [all feature levels](https://docs.microsoft.com/en-us/windows/desktop/direct3d11/overviews-direct3d-11-devices-downlevel-intro), the GeometricPrimitive implementation make use of 16-bit indices (``DXGI_FORMAT_R16_UINT``) which limits to a maximum of 65535 vertices.
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