Sign in to follow this  

Very quick question

This topic is 2489 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

[quote name='zqueezy' timestamp='1297992739' post='4775656']
In case I want to skip a (#ifdef-ed) location?
[/quote]

Not sure what you mean by that. But yeah, nothing wrong with calling it several times. What it'll do is just replace the vertex buffers previously in/pointed to by the device. The most recent vertex buffer set by IASetVertexBuffer will be used in the next draw call.

Share this post


Link to post
Share on other sites
Sorry, by location (GLSL) I meant Slot (HLSL)
Let's say according to my INPUT_ELEMENT_DESC positions go to slot 0 and normals to slot 3. Do I have to call IASetVertexBuffers twice? The documentation for the function says "this causes each additional vertex buffer in the array to be implicitly bound to each subsequent input slot". But that means that my normals might end up on slot 2.
Maybe put differently:
1) I call IASetVertexBuffers with startslot = 3 for VertexBuffer "A".
2) I call it again with startslot = 0 for VertexBuffer "B"
After 2) will A still be bound to startslot 3?? Or do I have to make sure via 2 InputSignatures that all buffers are consecutive?<br><br>zqueezy

Share this post


Link to post
Share on other sites

This topic is 2489 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this