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2answers
527 views

Using Appendbuffers in unity for terrain generation

Like many others I figured I would try and make the most of the monster processing power of the GPU but I'm having trouble getting the basics in place. CPU code: using UnityEngine; using ...
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1answer
88 views

How to retrieve vertex information from ID3DXMesh

I need to know the position of each vertex (and triangles) from a mesh (a pointer to ID3DXMesh, created by calling functions like D3DXCreateBox, D3DXCreateTeapot and D3DXCreateSphere) to perform some ...
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1answer
615 views

How to render a vertex buffer in DirectX11 C++ (specifically with box2d's b2Draw)

I have all the DirectX11 devices etc setup and working with DirectXTK's SpriteBatch and currently attempting to implement a b2Draw class to draw my box2d physics worlds. I have little idea on how to ...
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0answers
17 views

Is it possible to have a SoA Vertex Buffer in DirectX 11?

Hi! I'm wondering if it is possible to structure a Vertex Buffer in a SoA approach like this { x1, x2, x3 . . . xn, y1, y2, y3 . . . yn, z1, z2, z3 . . . zn } instead of the traditional AoS ...
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0answers
12 views

XNA maximum VertexBuffer size exception

I am trying to build content(a text file contains list of triangles vertices) for an XNA application through a custom pipeline importer. It works ok. But when number of triangles gets near 1m(in this ...