Tagged Questions
5
votes
1answer
564 views
Memory allocation strategy for the vertex buffers (DirectX 10/11)
I'm writing a CAD system. I have a 3D scene and there are many different objects (walls, doors, windows and so on). The user can add or delete objects.
The question is: How do I keep track of all the ...
4
votes
1answer
333 views
Per-vertex position/normal and per-index texture coordinate
In my game, I have a mesh with a vertex buffer and index buffer up and running. The vertex buffer stores a Vector3 for the position and a Vector2 for the UV coordinate for each vertex. The index ...
3
votes
2answers
3k views
Mapping a Vertex Buffer in DirectX11
I have a VertexBuffer that I am remapping on a per frame base for a bunch of quads that are constantly updated, sharing the same material\index buffer but have different width/heights. However, ...
1
vote
1answer
774 views
Proper vertex buffer use
How're you supposed to use vertex buffers?
Say you have 500 distinct deformable shapes/models in the world (ie you want to be able to change/delete vertices from the models somewhat arbitraily as the ...
5
votes
2answers
858 views
What is the purpose of a Direct3D vertex layout?
This tutorial (msdn) gives a description of a vertex layout.
This is an example of a input layout:
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, ...