Jump to content
• Advertisement

# vertice array

This topic is 2029 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

CUSTOMVERTEX vertices[] =
{
{ 100.0f, 400.0f, 0.5f, 1.0f, 0xffff0000, },
{ 300.0f,  50.0f, 0.5f, 1.0f, 0xff00ff00, },
{ 500.0f, 400.0f, 0.5f, 1.0f, 0xff0000ff, },
};


what means "  0xffff0000?" ?    I know 100.0f, 400.0f, 0.5f, 1.0f, means the point

#### Share this post

##### Share on other sites
Advertisement

It's the colour expressed as a 32-bit hexadecimal unsigned int; you can derive these values yourself using the D3DCOLOR_ARGB macro.

#### Share this post

##### Share on other sites

You can lay out your CUSTOMVERTEX however you want but I am assuming that the first 4 floats correspond to the position as a float4(x,y,z,w) and the last integer is a vertex color 0xRRGGBBAA for red, green, blue and transparency. In the first one it is probably the color teal.

Your input layout determines all of these (D3D11_INPUT_ELEMENT_DESC).

#### Share this post

##### Share on other sites

So this sample draw a triangle with three color points, or a blending color triangle?

HRESULT InitVB()
{
//user's data of the points
CUSTOMVERTEX vertices[] =
{
{ 100.0f, 400.0f, 0.5f, 1.0f, 0xffff0000, },
{ 300.0f,  50.0f, 0.5f, 1.0f, 0xff00ff00, },
{ 500.0f, 400.0f, 0.5f, 1.0f, 0xff0000ff, },
};

//creat the point buffer area
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}

//blend
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, vertices, sizeof(vertices) );
g_pVB->Unlock();

return S_OK;
}


#### Share this post

##### Share on other sites

No, that sample draws nothing.  What that sample does is create a vertex buffer and fill it with the data you supply.  It's probably copy and pasted from a tutorial that uses SetFVF with D3DFVF_XYZRHW | D3DFVF_DIFFUSE.  Since it's using SetFVF the actual blending mode (or lack thereof) will depend on the SetTextureStageState calls elsewhere in the tutorial.

#### Share this post

##### Share on other sites

menohack, on 21 May 2013 - 08:13, said:
the last integer is a vertex color 0xRRGGBBAA for red, green, blue and transparency. In the first one it is probably the color teal.

The format is 0xAARRGGBB, so the first color is red. Always use the D3DCOLOR_ARGB() macro when composing colors.

L. Spiro

#### Share this post

##### Share on other sites

Thanks for help, I've figured them out.

#### Share this post

##### Share on other sites

• Advertisement

### Announcements

• Advertisement

• ### Popular Contributors

1. 1
2. 2
3. 3
Rutin
20
4. 4
5. 5
khawk
14
• Advertisement

• 9
• 11
• 11
• 23
• 12
• ### Forum Statistics

• Total Topics
633655
• Total Posts
3013175
×

## Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!