[SOLVED]Index Buffer trouble

This topic is 4885 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

Recommended Posts

hi I'm having some trouble rendering a quad composed of two triangles in a triangle strip. I have been looking on google after the error i get when debugging: Direct3D9: (ERROR) :No valid index stream currently set. DrawIndexedPrimitive failed. What does this mean? I have used the function SetIndices before I'm calling the DrawIndexedPrimitive method and it dosen't report any error. Neither does any other of the relevant function calls(what I believe is relevant - maybe tou can prove otherwise :) ). I'll post the code

// Initialize four vertices
CUSTOMTILEVERTEX vertices[] =
{
{ 0.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(255,  0,255) }, // x, y, z, color
{ 0.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(  0,255,  0) },
{ 3.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(  0,255,255) },
{ 3.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(  0,255,  0) }
};

// Create the vertex buffer. Here we are allocating enough memory
// (from the default pool) to hold all our 3 custom vertices. We also
// specify the FVF, so the vertex buffer knows what data it contains.
if( FAILED( m_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMTILEVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMTILEVERTEX,
D3DPOOL_DEFAULT, &m_pVertexBuffer , NULL ) ) )
{
MessageBox(NULL, "Couldn't create vertex buffer!!", "ERROR initializing VertexBuffer", MB_ICONERROR);
return E_FAIL;
}

// Now we fill the vertex buffer. To do this, we need to Lock() the VB to
// gain access to the vertices. This mechanism is required because vertex
// buffers may be in device memory.
VOID* pVertices;
if( FAILED( m_pVertexBuffer->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) ){
MessageBox(NULL, "Couldn't lock vertex buffer!!", "ERROR working with VertexBuffer", MB_ICONERROR);
return E_FAIL;
}
memcpy( pVertices, vertices, sizeof(vertices) );
m_pVertexBuffer->Unlock();

// creating an indexbuffer
if (FAILED(m_pd3dDevice->CreateIndexBuffer(
6*sizeof(WORD),
D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16,
D3DPOOL_DEFAULT,
&m_pIndexBuffer,
NULL))) {

MessageBox(NULL, "Couldn't create index buffer!!", "ERROR working with IndexBuffer", MB_ICONERROR);
return E_FAIL;
}

// specifying triangles
// 1-2
// |/|
// 0-3
// top-left
WORD indices[] = {

{0}, {1}, {2},
{0}, {2}, {3}
};

VOID* pIndex;
if(SUCCEEDED(m_pIndexBuffer->Lock(0, sizeof(indices), (void**)&pIndex, 0))){
memcpy( pIndex, indices, sizeof(indices) );
m_pIndexBuffer->Unlock();
return S_OK;
}

return E_FAIL;

if(SUCCEEDED(BeginRender())){

if(D3DERR_INVALIDCALL == (m_pd3dDevice->SetStreamSource(0, m_pVertexBuffer, 0, sizeof(CUSTOMTILEVERTEX)))){
MessageBox(NULL, "SetSteamSource failed!!!", "ERROR", MB_ICONERROR);
EndRender();
return E_FAIL;

}
if(D3DERR_INVALIDCALL == (m_pd3dDevice->SetFVF(D3DFVF_CUSTOMTILEVERTEX))){
MessageBox(NULL, "SetFVF failed!!!", "ERROR", MB_ICONERROR);
EndRender();
return E_FAIL;
}
if(D3DERR_INVALIDCALL == (m_pd3dDevice->SetIndices(m_pIndexBuffer))){
MessageBox(NULL, "SetIndices failed", "ERROR", MB_ICONERROR);
EndRender();
return E_FAIL;
}
if(D3DERR_INVALIDCALL == (m_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLESTRIP, 0, 0, 4, 0, 2))){
MessageBox(NULL, "DrawPrimitive failed!!!", "ERROR", MB_ICONERROR);
EndRender();
return E_FAIL;
}
}


Can anybody spot what the problem can be? regards thallish [Edited by - thallish on July 28, 2005 4:39:19 AM]

Share on other sites
hi

I tried the managed memory and that didn't make any difference ;-). Also tried to draw the quad without using indices and that works like it should. It's only when i try to draw indexed primitives i get the problem unfortunately.

EDIT: The problem could be somewhere else i just havn't got the slightest idea where

regards
thallish

Share on other sites
I totally don't expect this to change anything, but perhaps you could use D3DLOCK_DISCARD when you lock your buffers, since you create them with D3DUSAGE_WRITEONLY. But if that were a problem (which I doubt), I'd expect it to fail to lock, and thus you'd have error results and stuff like that.

Share on other sites
It almost sounds as if SetFVF(NULL) is being called, as if the FVF constant is 0. I don't know what that would do, but you could call SetFVF(NULL) and see if you get the same error, then chase down why the constant is 0...

EDIT: But you said it works for a DrawPrimitive call, so that shouldn't matter. Nevermind. Just for grins though, can you post your FVF define?

Share on other sites
yep here is my vertex struct and my FVF

// A structure for our custom vertex typestruct CUSTOMTILEVERTEX{	FLOAT x, y, z; // The transformed position for the vertex	D3DCOLOR color;     // The vertex color};// Our custom FVF, which describes our custom vertex structure#define D3DFVF_CUSTOMTILEVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)

Agony it did exactly what you said. Error with locking. Think that's because i'm using a static buffer

regards
thallish

Share on other sites
Perhaps the problem is in BeginRender()? What does it do? I also can´t point any problem in the code you posted, and since you don´t seem to be getting an error with all that locking, memcpy and unlocking stuff, both buffers seem to be just fine. Did you try to test whether m_pIndexBuffer is NULL or not? The error message quite bluntly states you don´t have an index stream set, though I´d say you´d have if m_pIndexBuffer really points to one?

Share on other sites
maybe this is all wrong, but shouldn't there be four indices to render a triangle strip and not 6?

Share on other sites
Hi there

Quote:
 Original post by thehanmaybe this is all wrong, but shouldn't there be four indices to render a triangle strip and not 6?

As I have understood, I need 6 indices and 4 vertices, Just for the fun of it I've tried to make it 4. Still no go.

Quote:
 Original post by matches81Perhaps the problem is in BeginRender()?

My begin render simply contains the clear call and BeginScene(), if any of them fails, BeginRender() fails.

And i found out the freaking problem with the error. I got so worked up in looking at the methods that i totally forgot to check out where they get called and sure enough there the problem occured. Stupid me!! Sleeping on it helped.

this check : if(SUCCEEDED(render.InitVB()) && render.InitIB())

should have been: if(SUCCEEDED(render.InitVB()) && SUCCEEDED(render.InitIB()))

Ok now that's settled, there is only ONE TRIANGLE being drawn, the first on, with the order specified in the code.

Why is that? I believe it has something to do with the order of drawing. But the order i've specified dosen't work. I've tried to draw the last triangle in the order : 3, 0, 2 and 3, 0, 1 and the exact same triangle appears, which it shouldn't as i understand it.

Can someone shed some light on this matter?

regards
thallish

Share on other sites
OK i got it now!!! As i'm pouring more coffee into my system, i'm realizing that a TRIANGLE_STRIP isn't the same as a TRIANGLE_LIST. Sorry for that ;-)

It all works perfectly fine now. Appreciate your help!

finest regards

Thallish

1. 1
2. 2
3. 3
Rutin
15
4. 4
5. 5

• 9
• 9
• 11
• 11
• 23
• Forum Statistics

• Total Topics
633679
• Total Posts
3013297
×