自由顶点格式(flexible vertex format,FVF)
http://www.cnblogs.com/xmzyl/articles/1604096.html
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
// Draw the triangles in the vertex buffer. This is broken into a few
// steps. We are passing the Vertices down a "stream", so first we need
// to specify the source of that stream, which is our vertex buffer. Then
// we need to let D3D know what vertex shader to use. Full, custom vertex
// shaders are an advanced topic, but in most cases the vertex shader is
// just the FVF, so that D3D knows what type of Vertices we are dealing
// with. Finally, we call DrawPrimitive() which does the actual rendering
// of our geometry (in this case, just one triangle).
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );
// End the scene
g_pd3dDevice->EndScene();
}
通过setFVF 按照我的理解 就是告诉shader 他要处理的vertices里面的格式
注释那段话已经说的很详细了 我们自己定义vertex buffer里的结构类型 ,比如D3DFVF_XYZ,D3DFVF_NORMAL,D3DFVF_TEX0.....
很眼熟吧,你规定的这些是可以在shader中使用的。
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因为很多链接会失效,我还是把那段抄过来吧 ,有关fvf的使用步骤
struct CustomerVertex
{
FLOAT x,y,z,rhw;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX(D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
g_pd3dDevice->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),
0,
D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT,
&g_pVB, NULL )
然后将数据写入缓冲区:
这里写入的过程用的是Lock函数得到的缓冲区的地址,然后用memcpy函数将自己写好的数据写进去。到这里,顶点就算是创建好了。