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TDx_3DI_Library v2.00 Component Reference
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[ TDx_3DDevice::DrawIndexedPrimitiveVB() ]
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[ prev: DrawIndexedPrimitiveStrided() ]
public:
virtual bool __fastcall DrawIndexedPrimitiveVB( D3DPRIMITIVETYPE pPrimitiveType, TDx_3DVertexBuffer* pD3DVertexBuffer, word pStartVertex, dword pNumVertices, word* pIndices, dword pIndexCount, dword pFlags );
TDX_3DDEVICE::DRAWINDEXEDPRIMITIVEVB()
[ component method ]
- Description
The
TDx_3DDevice::DrawIndexedPrimitiveVB()
method
will
render
a
geometric
primitive
by
indexing
into
a
vertex
buffer.
Ensure
the
vertices
to
be
rendered
match
the
vertex
format
or
memory
faults
may
result.
A
locked
vertex
buffer
cannot
be
rendered
and
will
return
D3DERR_VERTEXBUFFERLOCKED.
Software
devices
can
ony
render
from
system
memory
vertex
buffers,
hardware
devices
can
render
from
both
system
and
video
memory
vertex
buffers.
If
the
method
call
fails,
the
OnError
event
will
be
triggered
with
one
of
the
following
values:
D3DERR_INVALIDPRIMITIVETYPE
D3DERR_INVALIDVERTEXTYPE
D3DERR_VERTEXBUFFERLOCKED
DDERR_INVALIDOBJECT
DDERR_INVALIDPARAMS
DDERR_WASSTILLDRAWING
- Parameters
PrimitiveType
The PrimitiveType parameter defines the type of primitive that is to be rendered.
Possible values are:
D3DPT_LINELIST
D3DPT_LINESTRIP
D3DPT_TRIANGLELIST
D3DPT_TRIANGLESTRIP
D3DPT_TRIANGLEFAN
D3DVertexBuffer
The D3DVertexBuffer parameter references the TDx_3DVertexBuffer that holds the vertex array.
StartVertex
The StartVertex parameter defines the index of the first vertex to be rendered from the vertex buffer.
NumVertices
The NumVertices parameter defines the total number of vertices in the vertex buffer.
Indices
The Indices parameter references a WORD array of values for indexing into the vertex buffer.
Value can range from 0 to TD3DVertexBufferDesc::NumVertices - 1.
IndexCount
The IndexCount parameter defines how many indices are in the Indices array and thus how many vertices are to be rendered.
Flags
The Flags parameter indicates whether the method should wait for rendering before returning.
The described effect applies when the flag is set.
Set 0 to return as soon as the polygons are sent to the card.
D3DDP_WAIT
Wait until rendering has been done rather than returning as soon as the data has been sent to the card.
The method will return immediately when a scene capture cards responds.
Usually for debugging, do not use this flag to ensure the scene is up to date before continuing.
- See Also
- Top
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