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- ID3D11Buffer* vertexBuffer = nullptr;
- void createVertexBuffer(ID3D11Device* gDevice)
- {
- std::vector<VertexType> finalVertices;
- for (int i = 0; i < vertices.size(); i++)
- {
- VertexType vertex;
- vertex.position = vertices[i];
- vertex.normal = normals[i];
- vertex.texture = uvs[i];
- finalVertices.push_back(vertex);
- }
- D3D11_BUFFER_DESC VertexBufferDesc;
- std::memset(&VertexBufferDesc, 0, sizeof(VertexBufferDesc));
- VertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- VertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
- VertexBufferDesc.ByteWidth = sizeof(VertexType) * finalVertices.size();
- D3D11_SUBRESOURCE_DATA VertexData;
- VertexData.pSysMem = finalVertices.data();
- gDevice->CreateBuffer(&VertexBufferDesc, &VertexData, &vertexBuffer);
- }
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