The index-buffers tag has no wiki summary.
5
votes
1answer
557 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
3answers
701 views
Using 16 bit index buffers - USHORT vs UINT
In D3D11, they still have the ability to make 16 bit and 32 bit index buffers.
Few models will use more than the max (20k tri) that a USHORT index buffer can handle, but will I really pay a bad ...
4
votes
1answer
326 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
329 views
What is UVIndex and how do I use it on OpenGL?
I am a noob in OpenGL ES 2.0 (for WebGL) and I'm trying to draw a simple model I've made with a 3D tool and exported to .fbx format. I've been able to draw some models that only have: A vertex buffer, ...
3
votes
1answer
1k views
How do you split indices and vertices if their quantity goes over the limit?
I try to draw a flat surface of 500x500 squares which are built out of four vertices by two triangles.
There are 1,000,000 vertices and 1,500,000 indices.
The Reach profile of xna, limits primitives ...
2
votes
1answer
565 views
how can I specify interleaved vertex attributes and vertex indices
I'm writing a generic ShaderProgram class that compiles a set of Shader objects, passes args to the shader (like vertex position, vertex normal, tex coords etc), then links the shader components into ...
2
votes
1answer
778 views
How can I draw multiple vertexbuffers with indices?
I'm using to types of vertices.
For the triangles:
0 Vector3 Position,
12 Color Color,
16 Vector3 Normal
For the lines:
0 Vector3 Position,
12 Color Color
I setup a vertex buffer for each ...
0
votes
2answers
136 views
Is it only possible to display 64k vertices on the monitor with 16bit?
I did the first 3D tutorial over at riemers.net and stumbled upon that my graphic card only supports Shader 2.0 (Reach profile in XNA) which means I can only use Int16 to store the indices (triangle ...
0
votes
1answer
92 views
XNA doesn't sometimes draw 3D models properly [closed]
I am developing an 3D platformer game with XNA framework and I am experimenting some errors in drawing. Here is some images of the errors, that appears in 3D models and in planes:
In the first ...
0
votes
1answer
85 views
How to update “dynamicVertexBuffer” correctly with “setdata” on XNA?
I developed a small 3d games xna and uses a "DynamicVertexBuffer" and "DynamicIndexBuffer" to store and draw my vertices. Everything works fine, but my problem is the "Update" function where I update ...
-1
votes
2answers
137 views
Draw 60,000 cubic with DrawUserPrimitives on xna with only 20 fps-buffer problem?
I'm working on a minecraft style games on xna. I know it is not easy to draw a lot of cube with a good ratio of fps. I use the method "DrawUserPrimitive" with a buffer to draw a floor 250X250 cubes. ...
-2
votes
1answer
56 views
Does it matter where I initialize Directx11's shader constant buffer?
Should I initialize it before Map(), before Unmap() does it make no difference?