Jump to content

  • Log In with Google      Sign In   
  • Create Account

FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


#ActualKrauser

Posted 15 May 2013 - 06:52 AM

Rendering code:

void ModelClass::Render(ID3D11DeviceContext* deviceContext)
{
    unsigned int stride;
    unsigned int offset;


    // Set vertex buffer stride and offset.
    stride = sizeof(VertexType);
    offset = 0;
    
    // Set the vertex buffer to active in the input assembler so it can be rendered.
    deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);

    // Set the index buffer to active in the input assembler so it can be rendered.
    deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);

    // Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
    deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

    return;
}

void ShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount)
{
    // Set the vertex input layout.
    deviceContext->IASetInputLayout(m_layout);

    // Set the vertex and pixel shaders that will be used to render this triangle.
    deviceContext->VSSetShader(m_vertexShader, NULL, 0);
    deviceContext->PSSetShader(m_pixelShader, NULL, 0);

    // Set the sampler state in the pixel shader.
    deviceContext->PSSetSamplers(0, 1, &m_sampleState);

    // Render the triangle.
    deviceContext->DrawIndexed(indexCount, 0, 0);

    return;
}

#1Krauser

Posted 15 May 2013 - 06:40 AM

Rendering code:

void ModelClass::Render(ID3D11DeviceContext* deviceContext)
{
    unsigned int stride;
    unsigned int offset;


    // Set vertex buffer stride and offset.
    stride = sizeof(VertexType);
    offset = 0;
    
    // Set the vertex buffer to active in the input assembler so it can be rendered.
    deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);

    // Set the index buffer to active in the input assembler so it can be rendered.
    deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);

    // Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
    deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

    return;
}

void ShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount)
{
    // Set the vertex input layout.
    deviceContext->IASetInputLayout(m_layout);

    // Set the vertex and pixel shaders that will be used to render this triangle.
    deviceContext->VSSetShader(m_vertexShader, NULL, 0);
    deviceContext->PSSetShader(m_pixelShader, NULL, 0);

    // Set the sampler state in the pixel shader.
    deviceContext->PSSetSamplers(0, 1, &m_sampleState);

    // Render the triangle.
    deviceContext->DrawIndexed(indexCount, 0, 0);

    return;

PARTNERS