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Dynamic Vertexbuffer


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4 replies to this topic

#1 gnomgrol   Members   -  Reputation: 669

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Posted 29 July 2012 - 09:11 AM

Hello,
Simple thing this time: I want to create a dynamic vertexbuffer, and refill it multiple times per frame with ->Map.
I don't get any kind of errormessage, it's just that nothing gets drawn. I checked everything in the compiler, I couldn't see whats wrong.

//Creation:
ZeroMemory( &vertexBufferDesc, sizeof(vertexBufferDesc) );
vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
vertexBufferDesc.ByteWidth = sizeof(VertexPosNormalTexColorColor2) * (numVertices);
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vertexBufferDesc.MiscFlags = 0;

d3d11Device->CreateBuffer( &vertexBufferDesc, NULL, &vertexBufferIn);


//And the filling:
VertexPosNormalTexColorColor2 *dataPtr;
    D3D11_MAPPED_SUBRESOURCE subresource;
d3d11DevCon->Map(vBufferIn, 0, D3D11_MAP_WRITE_DISCARD, 0, &subresource );
dataPtr = (VertexPosNormalTexColorColor2*)subresource.pData;
dataPtr->pos = verts->pos;
dataPtr->normal = verts->normal;
    dataPtr->texcoord = verts->texcoord;
dataPtr->color = verts->color;
dataPtr->shadowColor = verts->shadowColor;
d3d11DevCon->Unmap(vBufferIn, 0);


// drawing:
d3d11DevCon->UpdateSubresource(cBufferIn, 0, NULL, &cBufferSet, 0, 0);
d3d11DevCon->IASetIndexBuffer( iBufferIn, DXGI_FORMAT_R32_UINT, 0);
d3d11DevCon->IASetVertexBuffers( 0, 1, &vBuffer, &stride, &offset );
d3d11DevCon->DrawIndexed(numIndices, 0, 0 );


Thanks for your help!

Edited by gnomgrol, 29 July 2012 - 10:46 AM.


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#2 MJP   Moderators   -  Reputation: 13336

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Posted 29 July 2012 - 12:24 PM

The code you posted looks ok. If you haven't already, make sure that you create the device with the DEBUG flag. You can also check the return value of Map to make sure that it succeeds.

After that, I would inspect the draw call with PIX which will show you the contents of the vertex buffer.

#3 gnomgrol   Members   -  Reputation: 669

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Posted 29 July 2012 - 01:34 PM

DEBUG flag is activated and Map returns S_OK.

Edit:
Problem with PIX was my own fault. For some reason the heightmap I tried to load was wrong sized since it was the one in the debugfolder I had not updated.
I'll see what I can get out of it in PIX now.

Edited by gnomgrol, 30 July 2012 - 03:35 AM.


#4 L. Spiro   Crossbones+   -  Reputation: 17782

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Posted 29 July 2012 - 05:39 PM

When it tells you that, it is waiting for you to close your game/product.


L. Spiro

#5 gnomgrol   Members   -  Reputation: 669

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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.


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);

Edited by gnomgrol, 30 July 2012 - 09:40 AM.





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