Microsoft DirectX 8.1 (C++) |
Renders the specified geometric primitive with data specified by a user memory pointer.
HRESULT DrawIndexedPrimitiveUP( D3DPRIMITIVETYPE PrimitiveType, UINT MinIndex, UINT NumVertices, UINT PrimitiveCount, CONST void* pIndexData, D3DFORMAT IndexDataFormat, CONST void* pVertexStreamZeroData, UINT VertexStreamZeroStride );
If the method succeeds, the return value is D3D_OK.
If the method fails, the return value can be D3DERR_INVALIDCALL.
This method is intended for use in applications unable to store their vertex data in vertex buffers.
This method supports only a single vertex stream, which must be declared as stream zero.
Following any DrawIndexedPrimitiveUP call, the stream zero settings, referenced by IDirect3DDevice8::GetStreamSource, are set to NULL. Also, the index buffer setting for IDirect3DDevice8::SetIndices is set to NULL.
The vertex data passed to DrawIndexedPrimitiveUP does not need to persist after the call. Microsoft® Direct3D® completes its access to that data prior to returning from the call.
When converting a fixed function legacy application to Microsoft® DirectX® 8, you must add a call to IDirect3DDevice8::SetVertexShader before you make any calls to DrawIndexedPrimitiveUp. Supply SetVertexShader with the fixed function flag to tell the pipeline that the application is fixed function.
Header: Declared in D3d8.h.
Import Library: Use D3d8.lib.
IDirect3DDevice8::DrawPrimitiveUP, IDirect3DDevice8::SetStreamSource, Rendering Primitives