Microsoft DirectX 9.0 SDK Update (October 2004)

VertexBuffer.Lock Method

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Note: This documentation is preliminary and is subject to change.
How Do I...?

Locks a range of vertex data and obtains the vertex buffer memory.

Definition

Visual Basic .NET Public Function Lock( _
    ByVal offsetToLock As Integer, _
    ByVal flags As LockFlags _
) As Array
C# public Array Lock(
    int offsetToLock,
    LockFlags flags
);
Managed C++ public: Array* Lock(
    int offsetToLock,
    LockFlags flags
);
JScript .NET public function Lock(
    offsetToLock : int,
    flags : LockFlags
) : Array;

Parameters

offsetToLock System.Int32. Offset into the vertex data to lock, in bytes. To lock the entire vertex buffer, specify 0 for both param_Int32_sizeToLock and param_Int32_offsetToLock.
flags Microsoft.DirectX.Direct3D.LockFlags. Zero or more LockFlags locking flags that describe the type of lock to perform. For this method, the valid flags are Discard, NoDirtyUpdate, NoSystemLock, ReadOnly, and NoOverWrite. For a description of the flags, see LockFlags.

Return Value

System.Array . An Array Leave Site that represents the locked vertex buffer.

Remarks

When working with vertex buffers, multiple lock calls are allowed; however, the number of lock calls must match the number of unlock calls. Any outstanding lock count on any currently set vertex buffer causes the DrawPrimitives calls to fail.

When using a Lock method to retrieve an Array Leave Site from a resource that was not created with a Type Leave Site, always use the overload that accepts a Type Leave Site. Use the ranks parameter to indicate the number of members in the returned Array Leave Site.

The Lock.Discard and NoOverWrite flags are valid only on buffers created with Dynamic.

Exceptions
InvalidCallException The method call is invalid. For example, a method's parameter might contain an invalid value.

How Do I...?

Create a Mesh Object

This example shows how to create a Mesh object.

In the following C# code example, device is assumed to be the rendering Device.

              [C#]
              
int numberVerts = 8; short[] indices = { 0,1,2, // Front Face 1,3,2, // Front Face 4,5,6, // Back Face 6,5,7, // Back Face 0,5,4, // Top Face 0,2,5, // Top Face 1,6,7, // Bottom Face 1,7,3, // Bottom Face 0,6,1, // Left Face 4,6,0, // Left Face 2,3,7, // Right Face 5,2,7 // Right Face }; Mesh mesh = new Mesh(numberVerts * 3, numberVerts, MeshFlags.Managed, CustomVertex.PositionColored.Format, device); using(VertexBuffer vb = mesh.VertexBuffer) { GraphicsStream data = vb.Lock(0, 0, LockFlags.None); data.Write(new CustomVertex.PositionColored(-1.0f, 1.0f, 1.0f, 0x00ff00ff)); data.Write(new CustomVertex.PositionColored(-1.0f, -1.0f, 1.0f, 0x00ff00ff)); data.Write(new CustomVertex.PositionColored(1.0f, 1.0f, 1.0f, 0x00ff00ff)); data.Write(new CustomVertex.PositionColored(1.0f, -1.0f, 1.0f, 0x00ff00ff)); data.Write(new CustomVertex.PositionColored(-1.0f, 1.0f, -1.0f, 0x00ff00ff)); data.Write(new CustomVertex.PositionColored(1.0f, 1.0f, -1.0f, 0x00ff00ff)); data.Write(new CustomVertex.PositionColored(-1.0f, -1.0f, -1.0f, 0x00ff00ff)); data.Write(new CustomVertex.PositionColored(1.0f, -1.0f, -1.0f, 0x00ff00ff)); vb.Unlock(); } using (IndexBuffer ib = mesh.IndexBuffer) { ib.SetData(indices, 0, LockFlags.None); }

See Also


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