Microsoft DirectX 9.0

IDirect3DDevice9::DrawIndexedPrimitiveUP Method

Renders the specified geometric primitive with data specified by a user memory pointer.


HRESULT DrawIndexedPrimitiveUP(      

    D3DPRIMITIVETYPE PrimitiveType,     UINT MinVertexIndex,     UINT NumVertexIndices,     UINT PrimitiveCount,     const void *pIndexData,     D3DFORMAT IndexDataFormat,     CONST void* pVertexStreamZeroData,     UINT VertexStreamZeroStride );


[in] Member of the D3DPRIMITIVETYPE enumerated type, describing the type of primitive to render.
[in] Minimum vertex index, relative to zero (the start of pVertexStreamZeroData), for vertices used during this call.
[in]  Number of vertices used during this call, starting from MinVertexIndex.
[in] Number of primitives to render. The number of indices used is a function of the primitive count and the primitive type. The maximum number of primitives allowed is determined by checking the MaxPrimitiveCount member of the D3DCAPS9 structure.
[in] User memory pointer to the index data.
[in] Member of the D3DFORMAT enumerated type, describing the format of the index data. The valid settings are the following:
Indices are 16 bits each.
Indices are 32 bits each.
[in] User memory pointer to vertex data to use for vertex stream 0.
[in] Stride between data for each vertex, in bytes.

Return Value

If the method succeeds, the return value is D3D_OK.

If the method fails, the return value can be

D3DERR_INVALIDCALLThe method call is invalid. For example, a method's parameter may have an invalid value.


This method is intended for use in applications that are unable to store their vertex data in vertex buffers.

This method supports only a single vertex stream, which must be declared as stream 0.

Following any IDirect3DDevice9::DrawIndexedPrimitiveUP call, the stream 0 settings, referenced by IDirect3DDevice9::GetStreamSource, are set to NULL. Also, the index buffer setting for IDirect3DDevice9::SetIndices is set to NULL.

The vertex data passed to IDirect3DDevice9::DrawIndexedPrimitiveUP does not need to persist after the call. Microsoft?Direct3D?completes its access to that data prior to returning from the call.

When converting a fixed function legacy application to Microsoft DirectX?9.0, you must add a call to IDirect3DDevice9::SetFVF before you make any Draw calls.

See Also

IDirect3DDevice9::DrawPrimitiveUP, IDirect3DDevice9::SetStreamSource, Rendering Primitives

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