Original Post
How does one go about filling this structure in to create a mesh?
Quote:
Original post by Trip99
Are you using the D3DX mesh? If so you can use the clone op
D3DVERTEXELEMENT9 { WORD Stream; // This is the stream this element resides in WORD Offset; // Offset from the beginning of the vertex data. Get this by adding up the size of the types defined before this element. BYTE Type; // The data type (ie D3DDECLTYPE_FLOAT3) BYTE Method; // Use D3DDECLMETHOD_DEFAULT here BYTE Usage; // Defines what the data will be used for (this is the semantic in your shader - ie D3DDECLUSAGE_POSITION) BYTE UsageIndex; // Modifies the usage data to allow the user to specify multiple usage types.}D3DVERTEXELEMENT9 simple_decl[] ={ {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0}, {0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() // this macro is needed as the last item!};// d3dDevice is your LPDIRECT3DDEVICE9// simpleDecl is the array of D3DVERTEXELEMENT9s we defined aboveIDirect3DVertexDeclaration9* myVertexDecl;d3dDevice->CreateVertexDeclaration(simple_decl, &myVertexDecl);// d3dDevice is your LPDIRECT3DDEVICE9// myVertexDecl is the LPDIRECT3DVERTEXDECLARATION9 that we defined aboved3dDevice->SetVertexDeclaration( myVertexDecl );// You are now ready to go!// Set all your stream sources, and DrawIndexedPrimitive()Quote:
Original post by Alex Swinney
How does one go about filling this structure in to create a mesh?
Quote:
Original post by Namethatnobodyelsetook Quote:
Original post by Alex Swinney
How does one go about filling this structure in to create a mesh?
You don't create a mesh out of D3DVERTEXELEMENT9s, it just describes the contents of the VB (or in the case of streams, all the VBs).
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