Platform SDK: DirectX |
The IDirect3DDevice7::DrawIndexedPrimitiveVB method renders a geometric primitive based on indexing into an array of vertices within a vertex buffer.
HRESULT DrawIndexedPrimitiveVB( D3DPRIMITIVETYPE d3dptPrimitiveType, LPDIRECT3DVERTEXBUFFER7 lpd3dVertexBuffer, DWORD dwStartVertex, DWORD dwNumVertices, LPWORD lpwIndices, DWORD dwIndexCount, DWORD dwFlags );
The D3DPT_POINTLIST member of D3DPRIMITIVETYPE is not indexed.
If the method succeeds, the return value is DD_OK.
If the method fails, the return value can be one of the following values:
D3DERR_INVALIDPRIMITIVETYPE |
D3DERR_INVALIDVERTEXTYPE |
D3DERR_VERTEXBUFFERLOCKED |
DDERR_INVALIDOBJECT |
DDERR_INVALIDPARAMS |
DDERR_WASSTILLDRAWING |
Be sure that the vertices being rendered match the vertex format that you specify. For performance reasons, Direct3D does not attempt to verify that vertex size and stride match the provided flexible vertex format. If a mismatch occurs, a memory fault is likely to result.
Applications must use vertex buffer methods when rendering from a vertex buffer.
This method, unlike its predecessor in previous interfaces, does not accept the D3DDP_DONOTCLIP, D3DDP_DONOTLIGHT, and D3DDP_DONOTUPDATEEXTENTS flags in the dwFlags parameter. The functionality offered by these flags is now available through the D3DRENDERSTATE_CLIPPING, D3DRENDERSTATE_LIGHTING, and D3DRENDERSTATE_EXTENTS render states.
Software devices—MMX and RGB devices—cannot render from a video memory (local or nonlocal) vertex buffer. To render a vertex buffer, using a software device, the vertex buffer must exist in system memory. Hardware devices can render from system memory or video memory vertex buffers.
You cannot render from a locked vertex buffer; calls to the IDirect3DDevice7::DrawIndexedPrimitiveVB or IDirect3DDevice7::DrawPrimitiveVB method, using a locked buffer fail, returning D3DERR_VERTEXBUFFERLOCKED.
In the IDirect3DDevice3 interface, this method accepted a pointer to the legacy IDirect3DVertexBuffer interface.
Windows NT/2000: Requires Windows 2000.
Windows 95/98: Requires Windows 95 or later. Available as a redistributable for Windows 95.
Version: Requires DirectX 7.0.
Header: Declared in d3d.h.
IDirect3DDevice7::DrawPrimitive, IDirect3DDevice7::DrawPrimitiveStrided, IDirect3DDevice7::DrawPrimitiveVB, IDirect3DDevice7::DrawIndexedPrimitive, IDirect3DDevice7::DrawIndexedPrimitiveStrided