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thuong

how to replace DrawSubset function by DrawIndexedPrimitiveUP or DrawPrimitiveUP funct

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hi all, I want try to change function use to render object load from X file. last time i use : DrawSubset now i want to use DrawIndexedPrimitiveUP or DrawPrimitiveUP to render mesh, following is my code: LPD3DXMESH pDrawMesh = (meshContainer->pSkinInfo) ? meshContainer->exSkinMesh: meshContainer->MeshData.pMesh; FLOAT* pVert; WORD * pInd; pDrawMesh->LockVertexBuffer(D3DLOCK_READONLY, (VOID**) &pVert); pDrawMesh->LockIndexBuffer(D3DLOCK_READONLY, (VOID**) &pInd); m_d3dDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, pDrawMesh->GetNumVertices(), pDrawMesh->GetNumFaces(), &pInd, D3DFMT_INDEX16, &pVert, meshContainer->m_inumElementsPerVertex * sizeof(FLOAT)); pDrawMesh->UnlockIndexBuffer(); pDrawMesh->UnlockVertexBuffer(); but i can not render, i do not see anything on view. if i use DrawSubset to render object then i can see, anybody pls help me solve that. Thanks very much,

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You don't use DrawPrimitiveUP or DrawIndexedPrimitiveUP when you have a vertex buffer and an index buffer. The whole point of those functions is for rendering when you don't have the data in a vertex buffer or index buffer, hence you provide a pointer to user memory. You need to instead something along the lines of this:


m_d3dDevice->SetStreamSource(0, pDrawMesh->GetVertexBuffer(), 0, pDrawMesh->GetNumBytesPerVertex());
m_d3dDevice->SetIndices(pDrawMesh->GetIndexBuffer());
m_d3dDevice->SetVertexDeclaration(pDrawMesh->GetDeclaration());
m_d3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, pDrawMesh->GetNumVertices(), 0, pDrawMesh->GetNumFaces());

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How to i can manager mesh's polygon, example: how i can render each mesh's polygon, i had try but it incorrect.

following is my code:

LPDIRECT3DVERTEXBUFFER9 pVB;
LPDIRECT3DINDEXBUFFER9 pIB;
LPDIRECT3DVERTEXBUFFER9 pVBRender;
LPDIRECT3DINDEXBUFFER9 pIBRender;
D3DVERTEXELEMENT9 * Declaration = new D3DVERTEXELEMENT9[4];
LPDIRECT3DVERTEXDECLARATION9 pDeclaration;
pDrawMesh->GetVertexBuffer(&pVB);
pDrawMesh->GetIndexBuffer(&pIB);
pDrawMesh->GetDeclaration(Declaration);
HRESULT hr = m_d3dDevice->CreateVertexDeclaration( Declaration, &pDeclaration );

m_d3dDevice->CreateVertexBuffer(3 * pDrawMesh->GetNumBytesPerVertex(),
D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED,
&pVBRender, NULL);

m_d3dDevice->CreateIndexBuffer(1 * 3 * sizeof(WORD),
D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16, D3DPOOL_MANAGED,
&pIBRender, NULL);

FLOAT * pVert;
FLOAT * pVertRender;
WORD * pInd;
WORD * pIndRender;
pVB->Lock(0, 0, (VOID**) &pVert, 0);
pIB->Lock(0, 0, (VOID**) &pInd, 0);


for(int i = 0; i < pDrawMesh->GetNumFaces(); i++)
{
pVBRender->Lock(0, 0, (VOID**) &pVertRender, 0);
pIBRender->Lock(0, 0, (VOID**) &pIndRender, 0);
pIndRender[0] = pInd[i*3+0];
pIndRender[1] = pInd[i*3+1];
pIndRender[2] = pInd[i*3+2];

memcpy(pVertRender, pVert+pIndRender[0]*meshContainer->m_inumElementsPerVertex, pDrawMesh->GetNumBytesPerVertex());
memcpy(pVertRender+meshContainer->m_inumElementsPerVertex, pVert+pIndRender[1]*meshContainer->m_inumElementsPerVertex, pDrawMesh->GetNumBytesPerVertex());
memcpy(pVertRender+2*meshContainer->m_inumElementsPerVertex, pVert+pIndRender[2]*meshContainer->m_inumElementsPerVertex, pDrawMesh->GetNumBytesPerVertex());

pIBRender->Unlock();
pVBRender->Unlock();

m_d3dDevice->SetStreamSource(0, pVBRender, 0, pDrawMesh->GetNumBytesPerVertex());
m_d3dDevice->SetIndices(pIBRender);
m_d3dDevice->SetVertexDeclaration(pDeclaration);
m_d3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 3, 0, 1);
}

pVB->Unlock();
pIB->Unlock();

pVBRender->Release();
pIBRender->Release();
delete [] Declaration;

Thank you very much.

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