Microsoft DirectX 8.0 (Visual Basic) |
Renders the specified geometric primitive with data specified by a user memory array.
object.DrawIndexedPrimitiveUP( _ PrimitiveType As CONST_D3DPRIMITIVETYPE, _ MinIndex As Long, _ NumVertices As Long, _ PrimitiveCount As Long, _ IndexDataArray As Any, _ IndexDataFormat As CONST_D3DFORMAT, _ VertexStreamZeroDataArray As Any, _ VertexStreamZeroStride As Long)
If the method fails, an error is raised and Err.Number can be set to D3DERR_INVALIDCALL.
For information on trapping errors, see the Microsoft® Visual Basic® Error Handling topic.
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. The effect of this call is to use the provided vertex data pointer and stride for vertex stream zero. It is invalid to have the declaration of the current vertex shader refer to vertex streams other than stream zero.
Following any DrawIndexedPrimitiveUP call, the stream zero settings, referenced by Direct3DDevice8.GetStreamSource, are set to ByVal 0. Also, the index buffer setting for Direct3DDevice8.SetIndices is set to ByVal 0.
Direct3DDevice8.DrawPrimitiveUP, Direct3DDevice8.SetStreamSource, Rendering Primitives