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Jan 23rd, 2017
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  1. ID3D11Buffer* vertexBuffer = nullptr;
  2.  
  3. void createVertexBuffer(ID3D11Device* gDevice)
  4. {
  5. std::vector<VertexType> finalVertices;
  6. for (int i = 0; i < vertices.size(); i++)
  7. {
  8. VertexType vertex;
  9. vertex.position = vertices[i];
  10. vertex.normal = normals[i];
  11. vertex.texture = uvs[i];
  12. finalVertices.push_back(vertex);
  13. }
  14.  
  15. D3D11_BUFFER_DESC VertexBufferDesc;
  16. std::memset(&VertexBufferDesc, 0, sizeof(VertexBufferDesc));
  17. VertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  18. VertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
  19. VertexBufferDesc.ByteWidth = sizeof(VertexType) * finalVertices.size();
  20.  
  21. D3D11_SUBRESOURCE_DATA VertexData;
  22. VertexData.pSysMem = finalVertices.data();
  23. gDevice->CreateBuffer(&VertexBufferDesc, &VertexData, &vertexBuffer);
  24. }
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