Using D3DPT_LINELIST

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0 comments, last by DeadMG 12 years ago
I've got some code that renders some triangle lists in 3D. Here is my vertex declaration:

D3DVERTEXELEMENT9 BasicMeshVertices[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{1, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
{1, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
{1, 48, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3},
{1, 64, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};


I use the code to pass the world matrix and colour to the shader per instance. This code works exactly how it should. However, when I attempt to use this to render a series of 3D lines using D3DPT_LINELIST, the D3D Debug Runtime tells me that my vertex declaration is wrong. I have a shader that works fine with this vertex input for the triangle list. Any suggestions as to what the problem could be? Here is my sample Draw code. The LineVerts are a simple {0, 0, 0} and {1, 0, 0} to represent a unit line on the X axis, and the indices are a simple {0, 1}.


D3DCALL(device->SetVertexDeclaration(VertexDecl));
D3DCALL(device->SetStreamSource(1, PerBoneBuffer.get(), 0, sizeof(PerInstanceData)));
D3DCALL(device->SetStreamSourceFreq(1, D3DSTREAMSOURCE_INSTANCEDATA | 1));
D3DCALL(device->SetStreamSource(0, LineVerts, 0, sizeof(D3DXVECTOR3)));
D3DCALL(device->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA | lines.size()));
D3DCALL(device->SetIndices(LineIndices));
PerInstanceData* data;
std::vector<Wide::Render::Line*> lines_vec(lines.begin(), lines.end());
D3DCALL(PerBoneBuffer->Lock(0, lines.size() * sizeof(PerInstanceData), reinterpret_cast<void**>(&data), D3DLOCK_DISCARD));
std::for_each(lines.begin(), lines.end(), [&](Wide::Render::Line* ptr) {
data->Color = D3DXColor(ptr->Colour);
D3DXMATRIXA16 Translate, Scale, Rotate;
D3DXMatrixTranslation(&Translate, ptr->Start.x, ptr->Start.y, ptr->Start.z);
D3DXMatrixScaling(&Scale, ptr->Scale, 1, 1);
D3DXMatrixRotationQuaternion(&Rotate, &D3DQuaternion(ptr->Rotation));
data->World = Scale * Rotate * Translate;
});
D3DCALL(PerBoneBuffer->Unlock());
D3DCALL(device->DrawIndexedPrimitive(D3DPRIMITIVETYPE::D3DPT_LINELIST, 0, 0, 2, 0, 1));
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Turns out that I forgot to set the shader to the device when drawing- a silly error.

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