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ID3D11DeviceContext::Draw method

Draw non-indexed, non-instanced primitives.

Syntax


void Draw(
  [in] UINT VertexCount,
  [in] UINT StartVertexLocation
);

Parameters

VertexCount [in]

Type: UINT

Number of vertices to draw.

StartVertexLocation [in]

Type: UINT

Index of the first vertex, which is usually an offset in a vertex buffer.

Return value

Returns nothing.

Remarks

Draw submits work to the rendering pipeline.

The vertex data for a draw call normally comes from a vertex buffer that is bound to the pipeline.

Even without any vertex buffer bound to the pipeline, you can generate your own vertex data in your vertex shader by using the SV_VertexID system-value semantic to determine the current vertex that the runtime is processing.

Requirements

Header

D3D11.h

Library

D3D11.lib

See also

ID3D11DeviceContext

 

 

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