23 HRESULT DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount);
27 HRESULT
DrawIndexedPrimitive(D3DPRIMITIVETYPE Type, INT BaseVertexIndex,UINT MinIndex,UINT NumVertices, UINT StartIndex,UINT PrimitiveCount);
48 vector <Vector3> m_Positions;
49 vector <Vector3> m_Normals;
50 vector <DWORD> m_Colors;
51 vector <Vector2> m_UVs;
54 vector <unsigned short> m_indices;
HRESULT DrawIndexedPrimitive(D3DPRIMITIVETYPE Type, INT BaseVertexIndex, UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)
Based on indexing, renders the specified geometric primitive into an array of vertices.
Definition: DynamicRenderable.cpp:115
a base class for rendering objects using dynamic buffer from memory data.
Definition: DynamicRenderable.h:15
different physics engine has different winding order.
Definition: EventBinding.h:32
bool lock()
it locks everything for the caller to prevent simultaneous access.
Definition: DynamicRenderable.cpp:28
bool unlock()
it unlocks everything for the caller to prevent simultaneous access.
Definition: DynamicRenderable.cpp:34
void PrepareBuffers(int nVertexCount, int nIndexCount)
call this function when the vertex or index buffer size changes.
Definition: DynamicRenderable.cpp:40