--- Stefan Dösinger <stefandoesinger(a)gmx.at> wrote:
Hello,
I think the best thing to do is to create another function in wined3d/device.c DrawIndexedPrimitiveVB that is based on DrawIndexedPrimitiveUP but either takes a IWineD3DVertexBuffer or has the caller use SetVertexBuffer and then call DrawIndexedPrimitiveVB .
e.g. <snip> IWineD3DDeviceImpl_DrawIndexedPrimitiveVB(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertices, CONST void* pIndexData, IWineD3DVertexBuffer* pVertexBuffer, UINT dwStartVertex, UINT Stride) {
IWineD3DDeviceImpl_SetStreamSource(device, 0, pVertexBuffer, dwStartVertex * Stride, Stride); /* The rest of the code making up IWineD3DDeviceImpl_DrawIndexedPrimitiveVB */ } I have hit this function again with half-life. What is this Stride here? I haven't found anything usefull about it. Vertex buffers hold arrays of vertex (and possibly other) data, the stride is the size of the vertex + data stucture in bytes.
So, struct vertexData { D3DVALUE x, y, x; /* vertixes D3DVALUE nx, ny, nz; /* normals D3DVALUE tu, tv; /* texture offsets }; struct vertexData myVertexData[5]; int main(int argv, char *argc) { char *vertexData = (char *)myVertexData; int stride = sizeof(struct vertexData); if ((void *)(&myVertexData[2]) == (void *)(vertexData + (2 * stride))) { printf("Success\n"); } } You'll have to use the FVF of the vertex buffer's D3DVERTEXBUFFERDESC to work out it's stride size. Oliver.
Stefan
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