All Questions
Tagged with directx11 index-buffer
10 questions
0
votes
1
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A question about SharpDx Colored Cube
Recently I start to study SharpDx, so I am a newbie for it.
I try to create a cube which has difference color on each vertex such as the picture below.
However, what I created after my coding is ...
0
votes
1
answer
568
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How can I split my terrain into quads so that each quad would have a renderable vertex/index buffer? (DirectX11, C++)
I am creating a quad tree to store my terrain in chunks and currently have the implementation working to an extent.
I am currently starting with a grid of triangle pairs that make squares and ...
0
votes
1
answer
1k
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DX11: Drawing with index buffer not working?
For our student project I've been tinkering with an OBJ-loader in order to import models into our application.
It loads without issues, and drawing it kind of works without index (the model is ...
2
votes
3
answers
1k
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DirectX11 - Texturing Terrain Mesh with Shared Vertices
I'm trying to create and texture a terrain mesh in DirectX11. I've managed to create the mesh itself, but I don't know how I should do the texturing. Let me start by explaining what I'm doing so far:
...
1
vote
1
answer
420
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Direct3D11 Reading from (Static) Index Buffer
Good morning,
I have an Indexbuffer created with usage D3D11_USAGE_DEFAULT and CPUAccessFlags 0. Now I want to read data from this buffer regularly (it is a terrain index buffer). But the problem is ...
0
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2
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3k
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DirectX11: Drawing multiple objects
How can I draw many different objects on screen at once, with multiple vertex buffers, using DrawIndexed()? (Drawing the same object is simple, and I'm not looking ...
3
votes
3
answers
6k
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One index buffer with multiple vertex buffers?
I noticed that there's IASetVertexBuffers() to set multiple vertex buffers at once but there's only IASetIndexBuffer() to set ...
-2
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1
answer
233
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Does it matter where I initialize Directx11's shader constant buffer?
Should I initialize it before Map() or before `Unmap()? Does it make a difference?
5
votes
1
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2k
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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
1
answer
1k
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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 ...