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DX11 simple vertex creation

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giugio    246
I would automatize the vertexbuffer creation in my application.
I have created a simple vertex configuration class, in that i can set each field that i use, for example:

CConfigure Configure;


in this case i have this base vertex declaration:
struct SimpleVertex //Vertex Layout
How i can generate ad hoc my simplevertex structure , with the help of configurator class for generate a dx11 vertexbuffer?

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Dawoodoz    461
DirectX SDK (February 2010) - Tutorial 5
This is the example that I learned most from about vertex buffers because it shows how to make your own internal representation of vertex data. Try modifying it until you understand how everything works.

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giugio    246
thanks, but in the Microsoft DirectX SDK (February 2010)i see the tutorial 5° of \\direct3d10\\ directory and i don't seen nothing about the dinamically generation of vertex buffers?!
I see only a simple tutorial with 2 cubes.
The directory
\\Direct3D11\have no tutorial
the tutorial 5 in the
\\direct3d\dir is on textures.


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Dawoodoz    461
Store your vertices in a dynamic array.
When modifying the content, set a boolean value (NeedUpdate) to true so that 100000 modifications only need one update.
Before rendering check the value and update if needed.

This is my method for updating geometry with some engine specific things removed.

void ModelClass::UpdateGeometry( void ) {
// bd
ZeroMemory( &bd, sizeof(bd) );
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof( HLVB_Type ) * HLVB_UsedElements;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
// PL_Array is loaded to InitData
ZeroMemory( &InitData, sizeof(InitData) );
InitData.pSysMem = HLVB_Array;
// CreateBuffer(bd, InitData)
DXUTGetD3D11Device()->CreateBuffer( &bd, &InitData, &pVertexBuffer );

HLVB means High Level Vertex Buffer in this example because it has a real struct with names instead of a raw byte stream.
HLVB_Array is the array.
HLVB_UsedElements is the number of vertices.
HLVB_Type is the vertex structure.

In general, allowing direct CPU access makes rendering slow and if you only need animation, use a vertex or geometry shader.

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