【发布时间】:2014-01-23 08:03:21
【问题描述】:
我正在创建一个游戏,并希望在窗口中绘制一个立方体。我完成了一个用 obj 文件的顶点内容填充 VERTEX 结构的工作函数。但是,将输出结构传递到缓冲区似乎会输出 1 到 2 个可见顶点(在 D3D_PRIMITIVE_TOPOLOGY_POINTLIST 下,用于调试目的),而整个结构是可打印的。
由于我传递的是原始顶点,还有什么我需要知道的吗? (使用 DX11)
(画了三角形。正方形好像画了一个三角形。(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP下))
编辑:
objv= GetObjData(FilePath, 1);
VERTEX *Cup = new VERTEX[objv.size()];
Cup = CreateVertexDS(objv, 1.0f, 1.0f, 1.0f, 1.0f);
int Cupsize=objv.size();
ObjSz=Cupsize; //Debugging purposes, sets a global variable: # of array elements.
顶点被引入,
D3D11_BUFFER_DESC BufferDescription;
ZeroMemory(&BufferDescription, sizeof(BufferDescription));
BufferDescription.Usage =D3D11_USAGE_DYNAMIC;
BufferDescription.ByteWidth =sizeof(VERTEX)*ObjSz; //# of element from obj file.
BufferDescription.BindFlags =D3D11_BIND_VERTEX_BUFFER;
BufferDescription.CPUAccessFlags =D3D11_CPU_ACCESS_WRITE;
BufferDescription.MiscFlags =0;
D3D11_SUBRESOURCE_DATA SRData;
ZeroMemory(&SRData, sizeof(SRData));
SRData.pSysMem=⋓
Compile_Monitor = Device->CreateBuffer(&BufferDescription, &SRData, &D3DBuffer);
if(FAILED(Compile_Monitor))
{
MessageBox(hWnd, L"CreateBuffer() failed. Check for: \n Possible Bad or NULL value in D3D11_BUFFER_DESC struct.",
L"Program Error!",
MB_OK);
PostQuitMessage(0);
}
D3D11_MAPPED_SUBRESOURCE MappedResource;
Compile_Monitor = DeviceContext->Map(D3DBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &MappedResource);
if(FAILED(Compile_Monitor))
{
MessageBox(hWnd, L"Map() failed.",
L"Program Error!",
MB_OK);
PostQuitMessage(0);
}
memcpy(MappedResource.pData, &Cup, sizeof(Cup));
DeviceContext->Unmap(D3DBuffer, NULL);
}
数据被渲染:
void Render(){
float ColorBlue[] = {0.4f,0.4f,0.4f,1.0f};
DeviceContext->ClearRenderTargetView(RenderTargetView,ColorBlue);
UINT stride=sizeof(VERTEX);
UINT Offset=0;
DeviceContext->IASetVertexBuffers(0,1,&D3DBuffer,&stride,&Offset);
DeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_POINTLIST);
DeviceContext->Draw(ObjSz,0);
Swapchain->Present(0,0);
}
【问题讨论】:
标签: c++ directx render game-engine cube