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- D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
- D3D11_SUBRESOURCE_DATA vertexData, indexData;
- HRESULT result;
- // Set up the description of the static vertex buffer
- ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc));
- vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
- vertexBufferDesc.ByteWidth = sizeof(Vertex) * mVertexCount;
- vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- vertexBufferDesc.CPUAccessFlags = 0;
- vertexBufferDesc.MiscFlags = 0;
- vertexBufferDesc.StructureByteStride = 0;
- // Give the subresource structure a pointer to the vertex data
- ZeroMemory(&vertexData, sizeof(vertexData));
- vertexData.pSysMem = mVertices;
- vertexData.SysMemPitch = 0;
- vertexData.SysMemSlicePitch = 0;
- // Now create the vertex buffer
- result = Window::Singleton->Device->CreateBuffer(&vertexBufferDesc, &vertexData, &mVertexBuffer);
- if(FAILED(result)) { return false; }
- // Set up the description of the static index buffer
- ZeroMemory(&indexBufferDesc, sizeof(indexBufferDesc));
- indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
- indexBufferDesc.ByteWidth = sizeof(UShort) * mIndexCount;
- indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
- indexBufferDesc.CPUAccessFlags = 0;
- indexBufferDesc.MiscFlags = 0;
- indexBufferDesc.StructureByteStride = 0;
- // Give the subresource structure a pointer to the index data
- ZeroMemory(&indexData, sizeof(indexData));
- indexData.pSysMem = mIndices;
- indexData.SysMemPitch = 0;
- indexData.SysMemSlicePitch = 0;
- // Create the index buffer
- result = Window::Singleton->Device->CreateBuffer(&indexBufferDesc, &indexData, &mIndexBuffer);
- if(FAILED(result)) { return false; }
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