D3D7 -> WineD3D, 2nd attempt
Oliver Stieber
oliver_stieber at yahoo.co.uk
Sun Oct 16 10:43:09 CDT 2005
--- Stefan Dösinger <stefandoesinger at 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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