我想创建一个动态顶点缓冲区,以便我可以使用ID3D11DeviceContext :: Map()写入缓冲区。但是,每次我尝试创建顶点缓冲区时,都会失败。这是我的代码。我在其他项目中成功完成了这个任务,所以我不知道为什么我写的东西没有工作。下面是代码:动态顶点缓冲区创建失败
//create vertex buffer
Vertex* vertices = static_cast<Vertex*>(std::malloc((4000) * sizeof(Vertex)));
for (int i = 0; i < 4000; i++)
{
vertices[i].pos.x = 0.0f;
vertices[i].pos.y = 0.0f;
vertices[i].pos.z = 0.0f;
vertices[i].tex.x = 0.0f;
vertices[i].tex.y = 0.0f;
}
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = sizeof(Vertex) * 4000;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory(&InitData, sizeof(InitData));
InitData.pSysMem = vertices;
HRESULT hr = Device->CreateBuffer(&bd, &InitData, &VertexBuffer);
std::free(vertices);
与代码乱搞之后,我发现这个代码成功:
//create vertex buffer
Vertex* vertices = static_cast<Vertex*>(std::malloc((4000) * sizeof(Vertex)));
for (int i = 0; i < 4000; i++)
{
vertices[i].pos.x = 0.0f;
vertices[i].pos.y = 0.0f;
vertices[i].pos.z = 0.0f;
vertices[i].tex.x = 0.0f;
vertices[i].tex.y = 0.0f;
}
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = sizeof(Vertex) * 4000;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory(&InitData, sizeof(InitData));
InitData.pSysMem = vertices;
HRESULT hr = Device->CreateBuffer(&bd, &InitData, &VertexBuffer);
std::free(vertices);
此代码还成功:
//create vertex buffer
Vertex* vertices = static_cast<Vertex*>(std::malloc((4000) * sizeof(Vertex)));
for (int i = 0; i < 4000; i++)
{
vertices[i].pos.x = 0.0f;
vertices[i].pos.y = 0.0f;
vertices[i].pos.z = 0.0f;
vertices[i].tex.x = 0.0f;
vertices[i].tex.y = 0.0f;
}
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(Vertex) * 4000;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory(&InitData, sizeof(InitData));
InitData.pSysMem = vertices;
HRESULT hr = Device->CreateBuffer(&bd, &InitData, &VertexBuffer);
std::free(vertices);
这似乎只是失败当bd.Usage = D3D11_USAGE_DYNAMIC和bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE时,同时创建顶点缓冲区。关于什么问题的任何想法?
是的,修复它,谢谢。奇怪的是,我从来没有遇到过这个问题。 – 2014-09-01 07:06:04