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#Actuale.s.

Posted 28 January 2013 - 04:04 PM

If I have two Vertex Arrays, one for Square, and one for Triangle; what is the best way to bind them to the VertexBuffer?

  1. Is this possible with objects that have different numbers of Vertices?
  2. Is this possible with objects that have different buffer element descriptions, (one with float4 position data, and another with float3 and texcoords, etc).

I have about 100 static model templates that I would like to bind to the vertex buffer, and a few thousand instances associated with those models in an instance buffer.

 

I can DrawInstanced/Indexed and point to the appropriate pointer in the vertex buffer for reading, (I think), so I am just trying to figure out the best way to get the vertices into the vertex buffer in the first place.

 

Thanks!

 

Currently, I am binding one Shape, (a triangle), to the subresource like this:

 

ModelRenderer::StaticBufferDescription.ByteWidth = bufferSize;
ModelRenderer::StaticBufferDescription.BindFlags = D3D11_BIND_VERTEX_BUFFER;


ModelRenderer::StaticSubResourceData.SysMemPitch = 0;
ModelRenderer::StaticSubResourceData.SysMemSlicePitch = 0;
ModelRenderer::StaticSubResourceData.pSysMem = model->GetVertices();

DeviceManager::Device->CreateBuffer(
& ModelRenderer::StaticBufferDescription,
& ModelRenderer::StaticSubResourceData,
& ModelRenderer::StaticBuffer);


#1e.s.

Posted 28 January 2013 - 04:00 PM

If I have two Vertex Arrays, one for Square, and one for Triangle; what is the best way to bind them to the VertexBuffer?

  1. Is this possible with objects that have different numbers of Vertices?
  2. Is this possible with objects that have different buffer element descriptions, (one with float4 position data, and another with float3 and texcoords, etc).

I have about 100 static model templates that I would like to bind to the vertex buffer, and a few thousand instances associated with those models in an instance buffer.

 

I can DrawInstanced/Indexed and point to the appropriate pointer in the vertex buffer for reading, (I think), so I am just trying to figure out the best way to get the vertices into the vertex buffer in the first place.

 

Thanks!

 

Currently, I am binding one Shape, (a triangle), to the subresource like this:

 

ModelRenderer::StaticBufferDescription.ByteWidth = bufferSize;
ModelRenderer::StaticBufferDescription.BindFlags = D3D11_BIND_VERTEX_BUFFER;


ModelRenderer::StaticSubResourceData.SysMemPitch = 0;
ModelRenderer::StaticSubResourceData.SysMemSlicePitch = 0;
ModelRenderer::StaticSubResourceData.pSysMem = model->GetVertices();

DeviceManager::Device->CreateBuffer(
& ModelRenderer::StaticBufferDescription,
& ModelRenderer::StaticSubResourceData,
& ModelRenderer::StaticBuffer);


DeviceManager::Device->CreateBuffer(
& ModelRenderer::StaticBufferDescription,
& ModelRenderer::StaticSubResourceData,
& ModelRenderer::StaticBuffer);

 


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