IDirect3DDevice8::CreateVertexBuffer
This method creates a vertex buffer.
HRESULT CreateVertexBuffer(
UINT Length,
DWORD Usage,
DWORD FVF,
D3DPOOL Pool,
IDirect3DVertexBuffer8** ppVertexBuffer
);
Parameters
Length
[in] Size of the vertex buffer, in bytes. For flexible vertex format (FVF) vertex buffers, Length must be large enough to contain at least one vertex, but it need not be a multiple of the vertex size. Length is not validated for non-FVF buffers. See Remarks.Usage
[in] Combination of one or more of the following flags, describing the usage controls for this resource.Flag Description D3DUSAGE_DONOTCLIP Set to indicate that the vertex buffer content will never require clipping. When rendering with buffers that have this flag set, the D3DRS_CLIPPING render state must be set to false. D3DUSAGE_DYNAMIC Set to indicate when the vertex or index buffer requires dynamic memory usage. This usage is useful for drivers because it enables them to decide where to place the driver. In general, static vertex buffers will be placed in video memory and dynamic vertex buffers will be placed in AGP memory. Note that there is no separate static usage; if you do not specify D3DUSAGE_DYNAMIC the vertex buffer is made static. D3DUSAGE_DYNAMIC is strictly enforced through the D3DLOCK_DISCARD and D3DLOCK_NOOVERWRITE locking flags. As a result, D3DLOCK_DISCARD and D3DLOCK_NOOVERWRITE are only valid on vertex and index buffers created with D3DUSAGE_DYNAMIC; they are not valid flags on static vertex buffers. For more information about using dynamic vertex buffers, see Using Dynamic Vertex and Index Buffers.
Note that D3DUSAGE_DYNAMIC cannot be specified on managed vertex and index buffers. For more information, see Managing Resources.
D3DUSAGE_RTPATCHES Not supported. D3DUSAGE_NPATCHES Not supported. D3DUSAGE_POINTS Set to indicate when the vertex buffer is to be used for drawing point sprites or indexed point lists. D3DUSAGE_SOFTWAREPROCESSING Set to indicate that the vertex buffer is to be used with software vertex processing. D3DUSAGE_WRITEONLY Informs the system that the application writes only to the vertex buffer. Using this flag enables the driver to choose the best memory location for efficient write operations and rendering. Attempts to read from a vertex buffer that is created with this capability will fail. FVF
[in] Combination of flexible vertex format flags, a usage specifier that describes the vertex format of the vertices in this buffer. When this parameter is set to a valid FVF code, the created vertex buffer is an FVF vertex buffer (see Remarks); otherwise, when this parameter is set to zero, the vertex buffer is a non-FVF vertex buffer.Pool
[in] Member of the D3DPOOL enumerated type, describing a valid memory class into which to place the resource.ppVertexBuffer
[out, retval] Address of a pointer to an IDirect3DVertexBuffer8 interface, representing the created vertex buffer resource.
Return Values
If the method succeeds, the return value is D3D_OK.
If the method fails, the return value can be one of the following values:
Remarks
The IDirect3DDevice8 interface supports rendering of primitives using vertex data stored in vertex buffer objects. Vertex buffers are created from the IDirect3DDevice8 interface, and are usable only with the IDirect3DDevice8 object from which they are created.
When set to a non-zero value, which must be a valid FVF code, the FVF parameter indicates that the buffer content is to be characterized by an FVF code. A vertex buffer that is created with an FVF code is referred to as an FVF vertex buffer. For more information, see FVF Vertex Buffers.
The D3DUSAGE_SOFTWAREPROCESSING flag specifies that the vertex buffer is to be used with software vertex processing. For more information, see Device Types and Vertex Processing Requirements.
Non-FVF buffers can be used to interleave data during multipass rendering or multitexture rendering in a single pass. To do this, one buffer contains geometry data and the others contain texture coordinates for each texture to be rendered. When rendering, the buffer containing the geometry data is interleaved with each of the buffers containing the texture coordinates. If FVF buffers were used instead, each of them would need to contain identical geometry data in addition to the texture coordinate data specific to each texture rendered. This would result in either a speed or memory penalty, depending on the strategy used. For more information on texture coordinates, see Understanding Texture Coordinates.
Requirements
OS Versions: Windows CE .NET 4.0 and later.
Header: D3d8.h.
Link Library: D3d8.lib.
See Also
Device Types and Vertex Processing Requirements | FVF Vertex Buffers | Understanding Texture Coordinates | D3DPOOL | IDirect3DDevice8 | IDirect3DVertexBuffer8 | IDirect3DVertexBuffer8::GetDesc | IDirect3DDevice8::ProcessVertices | IDirect3DDevice8
Last updated on Thursday, April 08, 2004
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