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- D3D11_BUFFER_DESC vertexBufferDesc;
- D3D11_SUBRESOURCE_DATA vertexData;
- // 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 = Handle::Device->CreateBuffer(&vertexBufferDesc, &vertexData, &mVertexBuffer);
- if(FAILED(result)) { return false; }
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