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Microsoft DirectX 9.0

ID3DXBaseMesh::LockVertexBuffer Method


Locks a vertex buffer and obtains a pointer to the vertex buffer memory.

Syntax

HRESULT LockVertexBuffer(      

    DWORD Flags,     VOID **ppData );

Parameters

Flags
[in] Combination of zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are:
  • D3DLOCK_DISCARD
  • D3DLOCK_NO_DIRTY_UPDATE
  • D3DLOCK_NO_SYSLOCK
  • D3DLOCK_READONLY
  • D3DLOCK_NOOVERWRITE

For a description of the flags, see D3DLOCK.

ppData
[out, retval] VOID* pointer to a buffer containing the vertex data.

Return Value

If the method succeeds, the return value is D3D_OK.

If the method fails, the return value can be D3DERR_INVALIDCALL.



Remarks

When working with vertex buffers, you are allowed to make multiple lock calls; however, you must ensure that the number of lock calls match the number of unlock calls. DrawPrimitive calls will not succeed with any outstanding lock count on any currently set vertex buffer.

See Also

ID3DXBaseMesh::UnlockVertexBuffer, ID3DXMesh::UnlockVertexBuffer, ID3DXPMesh::UnlockVertexBuffer


© 2002 Microsoft Corporation. All rights reserved.