My code, was in pseudo and really bad
Here is how i mean for me render code (still in pseudo but you get the point)
Dont you think this is a good approach?
I was planning to user DrawIndexed for my whole GameLeve (about 1000 triangles)
is this not a good idea?
[source lang="cpp"] // select which primtive type we are usingdevcon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);// Model1devcon->IASetVertexBuffers(0, 1, &Model1->pVBuffer, &stride, &offset);devcon->IASetIndexBuffer(Model1->pIBuffer, DXGI_FORMAT_R32_UINT, 0);devcon->UpdateSubresource(Model1->pCBuffer, 0, 0, &matFinal, 0, 0); devcon->DrawIndexed(Model1->count, 0, 0);// Model2devcon->IASetVertexBuffers(0, 1, &Model2->pVBuffer, &stride, &offset);devcon->IASetIndexBuffer(Model2->pIBuffer, DXGI_FORMAT_R32_UINT, 0);devcon->UpdateSubresource(Model2->pCBuffer, 0, 0, &matFinal, 0, 0); devcon->DrawIndexed(Model2->count, 0, 0);// Model3devcon->IASetVertexBuffers(0, 1, &Model3->pVBuffer, &stride, &offset);devcon->IASetIndexBuffer(Model3->pIBuffer, DXGI_FORMAT_R32_UINT, 0);devcon->UpdateSubresource(Model3->pCBuffer, 0, 0, &matFinal, 0, 0); devcon->DrawIndexed(Model3->count, 0, 0);[/source]
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#1KurtO
Posted 05 October 2012 - 03:25 AM
My code, was in pseudo and really bad
Here is how i mean for me render code (still in pseudo but you get the point)
Dont you think this is a good approach?
[source lang="cpp"] // select which primtive type we are using devcon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Model1 devcon->IASetVertexBuffers(0, 1, &Model1->pVBuffer, &stride, &offset); devcon->IASetIndexBuffer(Model1->pIBuffer, DXGI_FORMAT_R32_UINT, 0); devcon->UpdateSubresource(Model1->pCBuffer, 0, 0, &matFinal, 0, 0); devcon->DrawIndexed(Model1->count, 0, 0); // Model2 devcon->IASetVertexBuffers(0, 1, &Model2->pVBuffer, &stride, &offset); devcon->IASetIndexBuffer(Model2->pIBuffer, DXGI_FORMAT_R32_UINT, 0); devcon->UpdateSubresource(Model2->pCBuffer, 0, 0, &matFinal, 0, 0); devcon->DrawIndexed(Model2->count, 0, 0); // Model3 devcon->IASetVertexBuffers(0, 1, &Model3->pVBuffer, &stride, &offset); devcon->IASetIndexBuffer(Model3->pIBuffer, DXGI_FORMAT_R32_UINT, 0); devcon->UpdateSubresource(Model3->pCBuffer, 0, 0, &matFinal, 0, 0); devcon->DrawIndexed(Model3->count, 0, 0);[/source]
Here is how i mean for me render code (still in pseudo but you get the point)
Dont you think this is a good approach?
[source lang="cpp"] // select which primtive type we are using devcon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // Model1 devcon->IASetVertexBuffers(0, 1, &Model1->pVBuffer, &stride, &offset); devcon->IASetIndexBuffer(Model1->pIBuffer, DXGI_FORMAT_R32_UINT, 0); devcon->UpdateSubresource(Model1->pCBuffer, 0, 0, &matFinal, 0, 0); devcon->DrawIndexed(Model1->count, 0, 0); // Model2 devcon->IASetVertexBuffers(0, 1, &Model2->pVBuffer, &stride, &offset); devcon->IASetIndexBuffer(Model2->pIBuffer, DXGI_FORMAT_R32_UINT, 0); devcon->UpdateSubresource(Model2->pCBuffer, 0, 0, &matFinal, 0, 0); devcon->DrawIndexed(Model2->count, 0, 0); // Model3 devcon->IASetVertexBuffers(0, 1, &Model3->pVBuffer, &stride, &offset); devcon->IASetIndexBuffer(Model3->pIBuffer, DXGI_FORMAT_R32_UINT, 0); devcon->UpdateSubresource(Model3->pCBuffer, 0, 0, &matFinal, 0, 0); devcon->DrawIndexed(Model3->count, 0, 0);[/source]