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Vertex sorting to match triangle list definition of an hexagon

I have adapted the solution from the link provided in the comment. Finally I have changed my mind. Instead of using a trilist matching the standard structure and trying to adapt my vertex order to ...
  • 89
2 votes

D3D11 Indices are Messed Up and Doesn't Follow my Primitive Topology

Note that you are using 16-bit indices in your call: context->IASetIndexBuffer(index_buffer.Get(), DXGI_FORMAT_R16_UINT, 0u); Thus, all your index data on CPU ...
  • 234

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