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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#Actualgnomgrol

Posted 30 July 2012 - 09:40 AM

Done. PIX showed me two things:
a.) after ->map-ing the vertexbuffer, there are only 3 vertices set in it! The rest is 0.
b.) the indexbuffer is completly 0, but that is also the case when I load a working version of the app. So this should not be the reason.


EDIT: got it. I need to fill the vertexbuffer with:
VertexPosNormalTexColorColor2 *dataPtr2;
    D3D11_MAPPED_SUBRESOURCE subresource2;
d3d11DevCon->Map(vBufferIn, 0, D3D11_MAP_WRITE_DISCARD, 0, &subresource2 );
dataPtr2 = (VertexPosNormalTexColorColor2 *)subresource2.pData;
for(int i=0;i<chunkVnum;i++){
	  dataPtr2[i] = verts[i];
}
d3d11DevCon->Unmap(vBufferIn, 0);

#1gnomgrol

Posted 30 July 2012 - 04:43 AM

Done. PIX showed me two things:
a.) after ->map-ing the vertexbuffer, there are only 3 vertices set in it! The rest is 0.
b.) the indexbuffer is completly 0, but that is also the case when I load a working version of the app. So this should not be the reason.

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