SetStreamSource
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原文链接 http://blog.csdn.net/yaoxinchao/article/details/7987218
*设置资源流 HRESULT SetStreamSource( UINT StreamNumber, //渲染数据流序号 IDirect3DVertexBuffer9 *pStreamData, //进行绑定的顶点缓冲区指针 UINT OffsetInBytes, //进行绑定连接的渲染数据流的起始位置 UINT Stride //渲染数据流中一个顶点所占的内存的大小 );
Parameters
- StreamNumber
- [in] Specifies the data stream, in the range from 0 to the maximum number of streams -1.
- pStreamData
- [in] Pointer to an IDirect3DVertexBuffer9 interface, representing the vertex buffer to bind to the specified data stream.
- OffsetInBytes
- [in] Offset from the beginning of the stream to the beginning of the vertex data, in bytes. To find out if the device supports stream offsets, see theD3DDEVCAPS2_STREAMOFFSET constant in D3DDEVCAPS2.
- Stride
- [in] Stride of the component, in bytes. See Remarks.
Remarks
When a flexible vertex format (FVF) vertex shader is used, the stride of the vertex stream must match the vertex size, computed from the FVF. When a declaration is used, the stride should be greater than or equal to the stream size computed from the declaration.
When an application no longer holds a references to this interface, the interface will automatically be freed.
pd3dDevice->SetStreamSource(0 ,g_pVB, 0, sizeof(CUSTOMVERTEX));
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