on 30-04-2012 09:29 PM
Hello,
we're porting some of our games (http://www.hexage.net) to PSS and it's pretty straightforward thanks to our existing XNA code base. However we've hit the wall when using a vertex buffer with offset. Is there any equivalent to XNA function GraphicsDevice.SetVertexBuffer(VertexBuffer buffer, int offset) in PSS?
http://msdn.microsoft.com/en-us/library/ff434458(v
If there is not, is there any chance that it'll be introduced by a later revision of the SDK?
In our case we're using separate buffers for vertices and indices. The indices represent separate quads. The index buffer is shared (re-used) by different vertex buffers as there is no point to have multiple index buffers (indices for quads are always the same). We're grouping vertices to one larger vertex buffer (to avoid zillions of small buffers) and then using the offset to set the first vertex for the "zero" index.
Thanks,
David
on 01-05-2012 12:35 PM
I don't have access to my dev PC right now but I assume that's what the offset parameter in DrawArrays() does?
on 01-05-2012 08:50 PM
There is no offset parameter in DrawArrays; there is a "first" parameter though (as in OpenGL) that allows you to skip the given number of vertices. However when you're using indices then it skips indices, not vertices; so you can't actually use it as an offset.
Anyway, thanks for the reply.
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