Usage of D3D Index Buffers

Started by
-1 comments, last by kevlur 19 years, 5 months ago
Hi, i want to create a mesh of triangles that extends on the z/x plane( all the vertex have the same y = 0), so i create a vertex buffer:

struct VERTEX
{
  D3DXVECTOR3 pos;
  DWORD       col;
};

LPDIRECT3DVERTEXBUFFER9  *g_pVB = NULL;

d3dDevice->CreateVertexBuffer(....., &g_pVB,......);
I lock the buffer and fill it with my vertices:

VERTEX *Vx;
int i = 0;

g_pVB->Lock(0,0,(void)&Vx,0);

for(int z = 0; z <= 1000; z += 100)
{
   for(int x = 0; x <= 1000; x += 100)
   {
      Vx.position.x = x;
      Vx.position.z = z;
      Vx.position.y = 0;

      i++;
   }
}

g_pVB->Unlock();
Now, how can i create an index buffer to set up the trangle order? and how can i render the the indexed triangles? Thank you very much for reading this and for the help :) Kev

This topic is closed to new replies.

Advertisement