Game Development Reference
In-Depth Information
// Create a DataStream object that we will
use to put the vertices into the vertex buffer.
using (DataStream DataStream =new
DataStream(Vector3.SizeInBytes * 3, true, true))
{
DataStream.Position = 0;
DataStream.Write(vertexData[0]);
DataStream.Write(vertexData[1]);
DataStream.Write(vertexData[2]);
DataStream.Position = 0;
// Create a description for the vertex
buffer.
BufferDescription bd = new
BufferDescription();
bd.Usage = ResourceUsage.Default;
bd.SizeInBytes = Vector3.SizeInBytes *
3;
bd.BindFlags = BindFlags.VertexBuffer;
bd.CpuAccessFlags = CpuAccessFlags.None;
bd.OptionFlags =
ResourceOptionFlags.None;
// Create the vertex buffer.
m_VertexBuffer = new
SlimDX.Direct3D11.Buffer(m_Device,DataStream,bd);
}
// Define the vertex format.
// This tells Direct3D what information we
are storing for each vertex, and how it is
stored.InputElement[] InputElements = new
InputElement[]
{
new InputElement("POSITION", 0,
Format.R32G32B32_Float,InputElement.AppendAligned,
0,SlimDX.Direct3D11.InputClassification.PerVertexData,
0),};
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