Ember

meshh

Feb 26th, 2014
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C++ 0.81 KB | None | 0 0
  1. D3D11_BUFFER_DESC vertexBufferDesc;
  2. D3D11_SUBRESOURCE_DATA vertexData;
  3.  
  4. // Set up the description of the static vertex buffer
  5. ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc));
  6. vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
  7. vertexBufferDesc.ByteWidth = sizeof(Vertex)* mVertexCount;
  8. vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  9. vertexBufferDesc.CPUAccessFlags = 0;
  10. vertexBufferDesc.MiscFlags = 0;
  11. vertexBufferDesc.StructureByteStride = 0;
  12.  
  13. // Give the subresource structure a pointer to the vertex data
  14. ZeroMemory(&vertexData, sizeof(vertexData));
  15. vertexData.pSysMem = mVertices;
  16. vertexData.SysMemPitch = 0;
  17. vertexData.SysMemSlicePitch = 0;
  18.  
  19. // Now create the vertex buffer
  20. result = Handle::Device->CreateBuffer(&vertexBufferDesc, &vertexData, &mVertexBuffer);
  21. if(FAILED(result)) { return false; }
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