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VertexBuffer Class (Microsoft.DirectX.Direct3D)
Manipulates vertex buffer resources.
Definition
Members Table
The following table lists the members exposed by the object.
Events
| Event | Description |
|
Created
| Occurs after a device is reset and the VertexBuffer is re-created. |
|
Disposing
| Occurs when the Dispose method is called or when the VertexBuffer object is finalized and collected by the garbage collector of the .NET common language runtime. |
Methods
| Method | Description |
|
Dispose
| Immediately releases the unmanaged resources used by the VertexBuffer object. |
|
Equals
| Returns a value that indicates whether the current instance is equal to a specified object. Inherited from Resource. |
|
Finalize
| Allows the VertexBuffer object to free resources before it is destroyed by the garbage collector. |
|
FreePrivateData
| Frees the specified private data associated with the current resource. Inherited from Resource. |
|
GetHashCode
| Returns the hash code for the current instance. Inherited from Resource. |
|
GetObjectByValue
| This member supports the infrastructure for Microsoft DirectX 9.0 for Managed Code and is not intended to be used directly from your code. |
|
GetPrivateData
| Copies the private data associated with a resource to a buffer. Inherited from Resource. |
|
Lock
| Locks a range of vertex data and obtains the vertex buffer memory. |
op_Equality
| Compares the current instance of a class to another instance to determine whether they are the same. Inherited from Resource. |
op_Inequality
| Compares the current instance of a class to another instance to determine whether they are different. Inherited from Resource. |
|
PreLoad
| Preloads a managed resource. Inherited from Resource. |
|
raise_Created
| Raises a VertexBuffer.Created event when called from within a derived class. |
|
raise_Disposing
| Raises the Microsoft.DirectX.Direct3D.VertexBuffer.Disposing event when called from within a derived class. |
|
SetData
| Locks, sets, and unlocks a range of vertex data. |
|
SetPriority
| Assigns the resource-management priority for the current resource. Inherited from Resource. |
|
SetPrivateData
| Associates data with the resource that is intended for use by the application. Data is passed by value, and multiple sets of data can be associated with a single resource. Inherited from Resource. |
|
Unlock
| Unlocks vertex data. |
|
UpdateUnmanagedPointer
| Updates the unmanaged pointer for this Resource object. This method supports the Microsoft .NET Framework infrastructure and is not intended to be used directly in your code. Inherited from Resource. |
|
UpdateUnmanagedPointer
| Updates the unmanaged pointer for this VertexBuffer object. This method supports the Framework infrastructure and is not intended to be used directly in your code. |
|
VertexBuffer
| Creates a new instance of the VertexBuffer class. |
Properties
Inheritance Hierarchy
Remarks
This object inherits additional functionality from the Resource object.
How Do I...?
Read and Write VertexBuffer and IndexBuffer Data With GraphicsStreams
This example demonstrates how to use GraphicsStream objects to fill and retrieve data from a VertexBuffer and IndexBuffer objects.
[C#]
In the following C# code example, a VertexBuffer object is created using a flexible vertex format (FVF) type defined by the PositionNormalTexVertex structure. The vertex buffer data is then locked using its offset and size in bytes. A GraphicsStream object is returned which is derived from Stream
and can be used in a similar fashon. In the code example, the Write method is used to copy data into the stream from an array of vertex data.
The second part of the method shows use of GraphicsStream using unsafe data access. The InternalDataPointerGraphicsStream.InternalData property returns a void pointer to the vertex buffer data. In this code example, the data is cast to an array of PositionNormalTexVertex structures which makes data manipulation more readable.
using System;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
public struct PositionNormalTexVertex
{
public Vector3 Position;
public Vector3 Normal;
public float Tu0, Tv0;
public static readonly VertexFormats FVF = VertexFormats.Position | VertexFormats.Texture1;
}
public class Example
{
public unsafe void GraphicsStreamReadWrite()
{
//Create a vertex buffer in the managed pool
VertexBuffer vb = new VertexBuffer(typeof(PositionNormalTexVertex), 100, device, Usage.None, PositionNormalTexVertex.FVF, Pool.Managed);
//First, fill an array of PositionNormalTexVertex elements with data.
PositionNormalTexVertex[] vertices = new PositionNormalTexVertex[50];
for(int i=0; i<50; i++)
{
//fill the vertices with some data...
vertices[i].Position = new Vector3(3f,4f,5f);
}
//The size of the verticies are 32-bytes each (float3 (12) + float3 (12) + float(4) + float(4))
//To lock 50 verticies, the size of the lock would be 1600 (32 * 50)
GraphicsStream vbData = vb.Lock(0,1600, LockFlags.None);
//copy the vertex data into the vertex buffer
vbData.Write(vertices);
//Unlock the VB
vb.Unlock();
//This time, lock the entire VertexBuffer
vbData = vb.Lock(0, 3200, LockFlags.None);
//Cast the InternalDataPointer (a void pointer) to an array of verticies
PositionNormalTexVertex* vbArray = (PositionNormalTexVertex*) vbData.InternalDataPointer;
for(int i=0; i<100; i++)
{
//perform some operations on the data
vbArray[i].Tu0 = i;
vbArray[i].Tv0 = vbArray[i].Tu0 * 2;
Console.WriteLine(vbArray[i].Tv0.ToString());
}
//Unlock the buffer
vb.Unlock();
vb.Dispose();
}
}
Read and Write VertexBuffer Data With Arrays
This example demonstrates how to use arrays to fill and retrieve data from a VertexBuffer and IndexBuffer objects.
[C#]
In the following C# code example, a VertexBuffer object is created using a FVF type defined by the PositionNormalTexVertex structure. The first part of the code sample shows the use of Lock to lock an arbitrary number of vertices and fill them with data. The second part shows how to lock an entire VertexBuffer for reading and retrieving data from the array. A similar procedure can be used to write to and read from nearly all Microsoft Direct3D resource types.
Using Arrays
is not the most efficient method for filling and reading from Direct3D resources; it requires extra memory and cycles to copy the unmanaged resources into managed arrays. However, it makes for very readable code with no unsafe access.
using System;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
public struct PositionNormalTexVertex
{
public Vector3 Position;
public Vector3 Normal;
public float Tu0, Tv0;
public static readonly VertexFormats FVF = VertexFormats.Position | VertexFormats.Texture1;
}
public class Example
{
public void ArrayBasedReadWrite()
{
//Create a vertex buffer in the managed pool
VertexBuffer vb = new VertexBuffer(typeof(PositionNormalTexVertex), 100, device, Usage.None, PositionNormalTex1Vertex.FVF, Pool.Managed);
//Fill an array of the appropriate type with the VB data using Lock()
PositionNormalTexVertex[] vbData = (PositionNormalTexVertex[]) vb.Lock(0, typeof(PositionNormalTexVertex), LockFlags.None, 50);
for(int i=0; i<50; i++)
{
//set your vertices to something...
vbData[i].Position = new Vector3(2f,2f,2f);
vbData[i].Normal = new Vector3(1f,0f,0f);
vbData[i].Tu0 = i;
vbData[i].Tv0 = i;
}
//Unlock the vb before you can use it elsewhere
vb.Unlock();
//This lock overload simply locks the entire VB -- setting ReadOnly can improve perf when reading a vertexbuffer
vbData = (PositionNormalTexVertex[]) vb.Lock(0, LockFlags.ReadOnly);
for(int i=0; i<100; i++)
{
//read some vertex data
Console.WriteLine("Vertex " + i + "Tu: " + vbData[i].Tu0 + " , Tv: " + vbData[i].Tv0);
}
//Unlock the buffer
vb.Unlock();
vb.Dispose();
}
}
Class Information
| Namespace | Microsoft.DirectX.Direct3D |
| Assembly | Microsoft.DirectX.Direct3D (microsoft.directx.direct3d.dll) |
| Strong Name | Microsoft.DirectX.Direct3D,
Version=1.0.900.0,
Culture=neutral,
PublicKeyToken=d3231b57b74a1492 |