IDirect3DDevice9::DrawIndexedPrimitiveUP method (d3d9.h)
Renders the specified geometric primitive with data specified by a user memory pointer.
Syntax
HRESULT DrawIndexedPrimitiveUP(
[in] D3DPRIMITIVETYPE PrimitiveType,
[in] UINT MinVertexIndex,
[in] UINT NumVertices,
[in] UINT PrimitiveCount,
[in] const void *pIndexData,
[in] D3DFORMAT IndexDataFormat,
[in] const void *pVertexStreamZeroData,
[in] UINT VertexStreamZeroStride
);
Parameters
[in] PrimitiveType
Type: D3DPRIMITIVETYPE
Member of the D3DPRIMITIVETYPE enumerated type, describing the type of primitive to render.
[in] MinVertexIndex
Type: UINT
Minimum vertex index. This is a zero-based index.
[in] NumVertices
Type: UINT
Number of vertices used during this call. The first vertex is located at index: MinVertexIndex.
[in] PrimitiveCount
Type: UINT
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).
[in] pIndexData
Type: const void*
User memory pointer to the index data.
[in] IndexDataFormat
Type: D3DFORMAT
Member of the D3DFORMAT enumerated type, describing the format of the index data. The valid settings are either:
[in] pVertexStreamZeroData
Type: const void*
User memory pointer to the vertex data. The vertex data must be in stream 0.
[in] VertexStreamZeroStride
Type: UINT
The number of bytes of data for each vertex. This value may not be 0.
Return value
Type: HRESULT
If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be the following: D3DERR_INVALIDCALL.
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. Direct3D completes its access to that data prior to returning from the call.
When converting a legacy application to Direct3D 9, you must add a call to either IDirect3DDevice9::SetFVF to use the fixed function pipeline, or IDirect3DDevice9::SetVertexDeclaration to use a vertex shader before you make any Draw calls.
Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | d3d9.h (include D3D9.h) |
Library | D3D9.lib |