我正在尝试为DirectX 11中的地形生成项目制作三角形网格,但是当它被绘制到屏幕时,它会绘制所有三个轴,而不仅仅是x和z。
我确实获得了正确数量的顶点和索引,但是在索引向量中它的大小为972,其中前486个被设置为0而不是实际值。
我想知道是否可以澄清我是否正确设置了顶点/索引缓冲区。
以下是10 x 10网格的示例。
GenerateTerrain方法
void Application::GenerateTerrain(int vertRows, int vertCols)
{
HRESULT hr;
// ------------------------------------- Create Vertex Buffer --------------------------------------
totalCellRows = vertRows - 1;
totalCellCols = vertCols - 1;
// Width and Total Width
float dx = 1.0f;
float totalWidth = totalCellCols * dx;
// Depth and Total Depth
float dz = 1.0f;
float totalDepth = totalCellRows * dz;
// X and Z Offsets
float xOffset = -totalWidth * 0.5f;
float zOffset = totalDepth * 0.5f;
totalVertices = vertRows * vertCols;
totalTriangles = (totalCellRows * totalCellCols) * 2;
totalIndices = totalTriangles * 3;
terrainVertices = new SimpleVertex[totalVertices];
// Array Version
int k = 0;
for (int i = 0; i < vertRows; i++)
{
for (int j = 0; j < vertCols; j++)
{
SimpleVertex newVertex;
terrainVertices[k].PosL = XMFLOAT3(j * dx + xOffset, 0.0f, -(i * dz) + zOffset);
terrainVertices[k].NormL = XMFLOAT3(0.0f, 1.0f, 0.0f);
terrainVertices[k].Tex = XMFLOAT2(0.0f, 0.0f);
k++;
}
}
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(SimpleVertex) * totalVertices;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory(&InitData, sizeof(InitData));
InitData.pSysMem = &terrainVertices;
hr = _pd3dDevice->CreateBuffer(&bd, &InitData, &_pGridVertexBuffer);
// ------------------------------------- Create Index Buffer --------------------------------------
// Vector Version
indices.resize(totalIndices);
for (WORD i = 0; i < (WORD)vertRows - 1; i++)
{
for (WORD j = 0; j < (WORD)vertCols - 1; j++)
{
indices.push_back(i * vertCols + j);
indices.push_back(i * vertCols + (j + 1));
indices.push_back((i + 1) * vertCols + j);
indices.push_back((i + 1) * vertCols + j);
indices.push_back((i * vertCols + (j + 1)));
indices.push_back((i + 1) * vertCols + (j + 1));
}
}
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(WORD) * totalIndices;
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
ZeroMemory(&InitData, sizeof(InitData));
InitData.pSysMem = &indices;
hr = _pd3dDevice->CreateBuffer(&bd, &InitData, &_pGridIndexBuffer);
}
答案 0 :(得分:0)
indices.resize(totalIndices); <----- !!!!!!ERROR!!!! u mean reserve
for (WORD i = 0; i < (WORD)vertRows - 1; i++)
{
for (WORD j = 0; j < (WORD)vertCols - 1; j++)
{
indices.push_back(i * vertCols + j);
indices.push_back(i * vertCols + (j + 1));
indices.push_back((i + 1) * vertCols + j);
indices.push_back((i + 1) * vertCols + j);
indices.push_back((i * vertCols + (j + 1)));
indices.push_back((i + 1) * vertCols + (j + 1));
}
}
您编写resize,因此调整了矢量大小,然后使用pushback添加更多索引。我想你想要保留内存“预留”,然后用后推添加它们。
另外我建议使用指向第一个值的指针,而不是指向矢量
的指针在:
InitData.pSysMem = &indices;
更好:
InitData.pSysMem = &indices[0];
缓冲区初始化似乎没问题。
祝你好运