New answers tagged directx11
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 ...
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 ...
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