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Lock the index buffer.
Syntax
HRESULT LockIndexBuffer(
DWORD flags, LPVOID *ppData );
Parameters
- flags
- [in] Combination of zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are:
- D3DLOCK_DISCARD
- D3DLOCK_NO_DIRTY_UPDATE
- D3DLOCK_NOSYSLOCK
- D3DLOCK_READONLY
For a description of the flags, see D3DLOCK.
- ppData
- [out, retval] VOID* pointer to a memory buffer containing the returned index data.
Return Value
If the method succeeds, the return value is D3D_OK.
If the method fails, the return value can be one of the following values.
D3DERR_INVALIDCALL The method call is invalid. For example, a method's parameter may have an invalid value. E_OUTOFMEMORY Microsoft Direct3D could not allocate sufficient memory to complete the call.
Remarks
The index buffer is usually locked, written to, and then unlocked for reading. Patch mesh index buffers are 16-bit buffers.
See Also
D3DXCreatePatchMesh