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FoxMulder900

[solved]D3DX10: ID3DX10Mesh::SetIndexBuffer: invalid buffer pointer

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I have hardcoded a cubes vertices and indices to load into an ID3DX10Mesh object just to get an idea of how it works, I have the following code inside an initScene() function, however, when i call meshPtr->DrawSubset(0) in my renderScene() function I get the error: D3DX10: ID3DX10Mesh::SetIndexBuffer: invalid buffer pointer

    vector<D3DXVECTOR3> vect;
    vect.push_back(D3DXVECTOR3(0.0,  0.0,  0.0));
    vect.push_back(D3DXVECTOR3(0.0,  0.0,  1.0));
    vect.push_back(D3DXVECTOR3(0.0,  1.0,  0.0));
    vect.push_back(D3DXVECTOR3(0.0,  1.0,  1.0));
    vect.push_back(D3DXVECTOR3(1.0,  0.0,  0.0));
    vect.push_back(D3DXVECTOR3(1.0,  0.0,  1.0));
    vect.push_back(D3DXVECTOR3(1.0,  1.0,  0.0));
    vect.push_back(D3DXVECTOR3(1.0,  1.0,  1.0));

    UINT indices [36] = { 0,6,4,0,2,6,0,3,2,0,1,3,2,7,6,2,3,7,4,6,7,4,7,5,0,4,5,0,5,1,1,5,7,1,7,3 };

    D3D10_INPUT_ELEMENT_DESC layout[ = {{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0}};

    HRESULT hr = D3DX10CreateMesh(
      g_pd3dDevice,
      layout,
      sizeof(layout) / sizeof(layout[0]),
      "POSITION",
      8,
      12,
      D3DX10_MESH_32_BIT,
      &meshPtr
    );

    meshPtr->SetVertexData(0, vect[0]);
    meshPtr->SetIndexData(0, indices[0]);
    meshPtr->CommitToDevice();
}
any ideas as to what i am doing wrong would be much appreciated! [Edited by - FoxMulder900 on September 17, 2008 6:06:37 PM]

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Yeah, the function is

HRESULT SetIndexData(
CONST void *pData,
UINT cIndices
);


So it will be, in your case

pMesh->SetIndexData(&indices[0],36);

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