In geometry a vertex is a point defining the corners of polygons or intersections of lines. A triangle for example is defined by 3 vertices with lines between them. In 3D-graphical APIs like OpenGL and Direct3D a vertex is a data structure containing information about the positions, normals, ...

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1answer
819 views

Using raw vertex information for sprites rather than SpriteBatch in XNA

I have been wondering whether using SpriteBatch is the best option. Obviously for prototyping or small games it works well. However, I've been wanting to apply techniques such as shaders and lighting ...
3
votes
1answer
454 views

Count number of Vertices in VertexBuffer in XNA 3.1

Where in XNA 4.0 one can go: myVertexBuffer.VertexCount; What is the best way to count the number of vertices in 3.1 for a dynamic buffer (i.e. where I do not know the number of elements that ...
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vote
1answer
370 views

Output from vertex shader in D3D9

I've been looking at creating some 2D rendering systems in D3D9, basically because I don't like ID3DXSprite. For the output of the vertex shader, what co-ordinate system does the run-time expect ...
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votes
3answers
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OpenGL Vertex Attributes - Normalisation

Alas, I have searched, and have found no definitive answer. When would you normalize the vertex data in OpenGL using the following command: glVertexAttribPointer(index, size, type, normalize, ...
5
votes
2answers
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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, ...