/// <summary> /// Draw non-indexed, non-instanced primitives. /// </summary> /// <param name="primitiveType">Type of the primitive to draw.</param> /// <param name="vertexCount">Number of vertices to draw.</param> /// <param name="startVertexLocation">Index of the first vertex, which is usually an offset in a vertex buffer; it could also be used as the first vertex id generated for a shader parameter marked with the <strong>SV_TargetId</strong> system-value semantic.</param> public void Draw(PrimitiveType primitiveType, int vertexCount, int startVertexLocation = 0) { PrepareDraw(primitiveType); NativeDeviceContext.Draw(vertexCount, startVertexLocation); FrameTriangleCount += (uint)vertexCount; FrameDrawCalls++; }
/// <summary> /// Draw non-indexed, non-instanced primitives. /// </summary> /// <param name="primitiveType">Type of the primitive to draw.</param> /// <param name="vertexCount">Number of vertices to draw.</param> /// <param name="startVertexLocation">Index of the first vertex, which is usually an offset in a vertex buffer; it could also be used as the first vertex id generated for a shader parameter marked with the <strong>SV_TargetId</strong> system-value semantic.</param> public void Draw(PrimitiveType primitiveType, int vertexCount, int startVertexLocation = 0) { PrepareDraw(primitiveType); NativeDeviceContext.Draw(vertexCount, startVertexLocation); }