IDirect3DDevice9::DrawIndexedPrimitiveUP

Renders the specified geometric primitive with data specified by a user memory pointer.

HRESULT DrawIndexedPrimitiveUP(
  D3DPRIMITIVETYPE PrimitiveType,
  UINT MinVertexIndex,
  UINT NumVertices,
  UINT PrimitiveCount,
  CONST void * pIndexData,
  D3DFORMAT IndexDataFormat,
  CONST void* pVertexStreamZeroData,
  UINT VertexStreamZeroStride
);

Parameters

PrimitiveType
[in] Member of the D3DPRIMITIVETYPE enumerated type, describing the type of primitive to render.
MinVertexIndex
[in] Minimum vertex index. This is a zero-based index.
NumVertices
[in] Number of vertices used during this call. The first vertex is located at index: MinVertexIndex.
PrimitiveCount
[in] 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] User memory pointer to the index data.
IndexDataFormat
[in] Member of the D3DFORMAT enumerated type, describing the format of the index data. The valid settings are either:
pVertexStreamZeroData
[in] User memory pointer to the vertex data. The vertex data must be in stream 0.
VertexStreamZeroStride
[in] The number of bytes of data for each vertex. This value may not be 0.

Return Values

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

Header: Declared in D3d9.h.

See Also

Rendering from Vertex and Index Buffers, IDirect3DDevice9::DrawPrimitive