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Renders the specified geometric primitive with data specified by a user memory pointer.
Syntax
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:
- D3DFMT_INDEX16
- D3DFMT_INDEX32
- 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.
Return Value
If the method succeeds, the return value is D3D_OK.
If the method fails, the return value can be the following:
D3DERR_INVALIDCALL The method call is invalid. For example, a method's parameter may have an invalid value.
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. Microsoft Direct3D completes its access to that data prior to returning from the call.
When converting a fixed-function legacy application to Microsoft DirectX 9.0, you must add a call to IDirect3DDevice9::SetFVF before making any Draw calls.
See Also
Rendering from Vertex and Index Buffers, IDirect3DDevice9::DrawPrimitive