GraphicsDevice.DrawIndexedPrimitives Method

Renders the specified geometric primitive, based on indexing into an array of vertices.

Namespace: Microsoft.Xna.Framework.Graphics
Assembly: Microsoft.Xna.Framework.Graphics (in

public void DrawIndexedPrimitives (
         PrimitiveType primitiveType,
         int baseVertex,
         int minVertexIndex,
         int numVertices,
         int startIndex,
         int primitiveCount


Describes the type of primitive to render. PrimitiveType.PointList is not supported with this method.
Offset to add to each vertex index in the index buffer.
Minimum vertex index for vertices used during the call. The minVertexIndex parameter and all of the indices in the index stream are relative to the baseVertex parameter.
Number of vertices used during the call. The first vertex is located at index: baseVertex + minVertexIndex.
Location in the index array at which to start reading vertices.
Number of primitives to render. The number of vertices used is a function of primitiveCount and primitiveType.

Exception typeCondition
ArgumentOutOfRangeException primitiveCount is less than or equal to zero. When drawing, at least one primitive must be drawn.

One of the following conditions is true:

  • A valid vertex shader and pixel shader was not set before calling DrawIndexedPrimitives. Both a valid vertex shader and pixel shader (or valid effect) must be set on the device before any draw operations may be performed.
  • Indices is not a valid index buffer. A valid vertex buffer and a valid index buffer must be set on the device before any draw operations may be performed.
  • The active render target and depth stencil surface do not have the same pixel size and multisampling type.
NotSupportedException The profile does not support an elementSize of IndexElementSize.ThirtyTwoBits; use IndexElementSize.SixteenBits or a type that has a size of two bytes.

The vertex stream and index data of the graphics device must be set before any call to DrawIndexedPrimitives. The following example sets the index data; it associates a user-created vertex buffer of type VertexPositionNormalTexture with vertex stream 0 (zero) of the graphics device.

// Initialize the vertex buffer, allocating memory for each vertex.
vertexBuffer = new VertexBuffer(graphics.GraphicsDevice, vertexDeclaration,
    points, BufferUsage.None);

// Set the vertex buffer data to the array of vertices.

This method draws indexed primitives from the current set of data input streams.

The minVertexIndex and numVertices parameters specify the range of vertex indices used for each call to DrawIndexedPrimitives. These vertex indices are used to optimize vertex processing of indexed primitives by processing a sequential range of vertices prior to indexing into them. Indices used during this call cannot reference any vertices outside this range.

If no index array is set, DrawIndexedPrimitives fails.

Xbox 360, Windows 7, Windows Vista, Windows XP, Windows Phone 7

Community Additions