# Vertex Shader - Constant Buffer Array

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Hello, I'm having problems with the use of constant buffers with arrays, currently I'm sending an array of size 100 for my vertex shader, like this:

/////////////
// DEFINES //
/////////////
#define MAX_NUMBER_INSTANCES 100

/////////////
// STRUCTS //
/////////////
struct InstanceInfo
{
matrix InstanceWorldMatrix;
uint CurrentFrame;
uint TotalFrames;
uint AnimationType;
float DeltaTime;
};

/////////////
// BUFFERS //
/////////////
cbuffer InstanceBuffer
{
InstanceInfo Instance[MAX_NUMBER_INSTANCES];
};


And I'm getting wrong results... Here is my C++ buffer: (almost the same)

struct InstanceInfo
{
D3DXMATRIX worldMatrix;
unsigned int currentFrame;
unsigned int totalFrames;
unsigned int animationType;
float deltaTime;
};


The buffer is initialized correctly with the size: sizeof(InstanceInfo)*MAX_NUMBER_INSTANCES (MAX_NUMBER_INSTANCES in my c++ code is 100 too) and the data is copied correctly too. (I double checked them)

I know that there is the packing rule but I cant find where is my error (probably is in front of me but I cant see it...)

If someone can help me...

Edited by Flicklizic

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Ok I solved the problem, if anyone is having this same problem remember to see if the previous buffer is working correctly first (this can cause a ripple effect on all upcoming buffers)