IDirect3DDevice9::DrawIndexedPrimitiveUP method
Renders the specified geometric primitive with data specified by a user memory pointer.
Syntax
HRESULT DrawIndexedPrimitiveUP( [in] D3DPRIMITIVETYPE PrimitiveType, [in] UINT MinVertexIndex, [in] UINT NumVertices, [in] UINT PrimitiveCount, [in] const void *pIndexData, [in] D3DFORMAT IndexDataFormat, [in] const void *pVertexStreamZeroData, [in] UINT VertexStreamZeroStride );
Parameters
- PrimitiveType [in]
-
Type: D3DPRIMITIVETYPE
Member of the D3DPRIMITIVETYPE enumerated type, describing the type of primitive to render.
- MinVertexIndex [in]
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Type: UINT
Minimum vertex index. This is a zero-based index.
- NumVertices [in]
-
Type: UINT
Number of vertices used during this call. The first vertex is located at index: MinVertexIndex.
- PrimitiveCount [in]
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Type: UINT
Number of primitives to render. The maximum number of primitives allowed is determined by checking the MaxPrimitiveCount member of the D3DCAPS9 structure (the number of indices is a function of the primitive count and the primitive type).
- pIndexData [in]
-
Type: const void*
User memory pointer to the index data.
- IndexDataFormat [in]
-
Type: D3DFORMAT
Member of the D3DFORMAT enumerated type, describing the format of the index data. The valid settings are either:
- pVertexStreamZeroData [in]
-
Type: const void*
User memory pointer to the vertex data. The vertex data must be in stream 0.
- VertexStreamZeroStride [in]
-
Type: UINT
The number of bytes of data for each vertex. This value may not be 0.
Return value
Type: HRESULT
If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be the following: D3DERR_INVALIDCALL.
Remarks
This method is intended for use in applications that are unable to store their vertex data in vertex buffers. This method supports only a single vertex stream, which must be declared as stream 0.
Following any IDirect3DDevice9::DrawIndexedPrimitiveUP call, the stream 0 settings, referenced by IDirect3DDevice9::GetStreamSource, are set to NULL. Also, the index buffer setting for IDirect3DDevice9::SetIndices is set to NULL.
The vertex data passed to IDirect3DDevice9::DrawIndexedPrimitiveUP does not need to persist after the call. Direct3D completes its access to that data prior to returning from the call.
When converting a legacy application to Direct3D 9, you must add a call to either IDirect3DDevice9::SetFVF to use the fixed function pipeline, or IDirect3DDevice9::SetVertexDeclaration to use a vertex shader before you make any Draw calls.
Requirements
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See also
- IDirect3DDevice9
- Rendering from Vertex and Index Buffers (Direct3D 9)
- IDirect3DDevice9::DrawPrimitive