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DrawIndexedPrimitive fails

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Hi, Im having some trouble getting a simple thing to work. That is creating a indexbuffer and calling DrawIndexedPrimitive. The vertices are created like this 0-----------------1 | | | | | | | | 2-----------------3 And the index buffer 0,1,2,1,3,2 There are two problems 1. The TextureLoader.FromFile( ... ) failes randomly with a "An unhandled exception of type 'System.ExecutionEngineException' occurred in microsoft.directx.direct3dx.dll" Its loading a larger large image, is there a limit for the size (there should be ) The point here is to load and display a background image. 2. The DrawIndexedPrimitive failes 4 out of 5 times. And if it's successful all i get is the bottom right tringle all black, sometimes. Other times it's just not there. I know that there might be no point in rendering two triangle using an indexbuffer, but the point is to learn here. Some source code: Setting up
// Create the vertexbuffer

Direct3D.CustomVertex.PositionTextured[] verts = 
				new Direct3D.CustomVertex.PositionTextured[4];

verts[0] = new Direct3D.CustomVertex.PositionTextured(0, 0, 0.0F, 0, 0);
verts[1] = new Direct3D.CustomVertex.PositionTextured(100, 0, 0.0F, 1, 0);
verts[2] = new Direct3D.CustomVertex.PositionTextured(0, 100, 0.0F, 0, 1);
verts[3] = new Direct3D.CustomVertex.PositionTextured(100, 100, 0.0F, 1, 1);

vertices = new Direct3D.VertexBuffer(typeof(Direct3D.CustomVertex.PositionTextured),
				verts.Length, base.gameApp.GraphicsMan.D3DDevice,
				0, Direct3D.CustomVertex.PositionTextured.Format, Direct3D.Pool.Default);

Direct3D.GraphicsStream stm = vertices.Lock(0, 0, 0);
			stm.Write(verts);
			vertices.Unlock();

indices = new Direct3D.IndexBuffer(
	base.gameApp.GraphicsMan.D3DDevice,
	6, 0, Direct3D.Pool.Default, false);

short[] s; // = new short[6];

		
s = (short[]) indices.Lock(0,typeof(short),
	Direct3D.LockFlags.None,6);

int i = 0;
s[i++] = 0;
s[i++] = 1;
s[i++] = 2;

s[i++] = 1;
s[i++] = 3;
s[i++] = 2;
			
indices.Unlock();
			
// Load the texture

texture = Direct3D.TextureLoader.FromFile(base.gameApp.GraphicsMan.D3DDevice,
		@"../../introback.bmp");

And rendering
Direct3D.Device dev = base.gameApp.GraphicsMan.D3DDevice;

// Draw some cool background

dev.VertexFormat = Direct3D.CustomVertex.PositionTextured.Format ; 
dev.SetStreamSource(0, vertices, 0); 
dev.Indices = indices;
dev.SetTexture(0, texture);
			
dev.DrawIndexedPrimitives(Direct3D.PrimitiveType.TriangleList, 0, 0, 4, 0, 2);

dev.SetTexture(0, null);

base.ActiveSubState.Render();
Thanks! /Johan [edited by - JohanK on November 9, 2003 4:35:18 AM]

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Some additional information:

At the times when it goes ok it draws the lower right triangle with the correct texture in it aswell. But when resizing it crashes. I've added an ondevicereset eventhandler to recreate the index and vertex buffer, and to reload the texture.

The error that gets thrown on

dev.DrawIndexedPrimitives(Direct3D.PrimitiveType.TriangleList, 0, 0, 4, 0, 2);

is this:

"An unhandled exception of type 'System.NullReferenceException' occurred in microsoft.directx.direct3d.dll"

By the way, its manager DX.

[edited by - JohanK on November 9, 2003 5:00:03 AM]

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