private bool InitializeBuffers(Device device) { try { // Set the number of the vertices and indices in the vertex and index array, accordingly. VertexCount = 6; IndexCount = 6; // Create the vertex array. var vertices = new TextureShader.Vertex[VertexCount]; // Initialize vertex array to zeroes at first. foreach (var vertex in vertices) { vertex.SetToZero(); } // Create the index array. var indices = new int[IndexCount]; // Load the index array with data. for (var i = 0; i < IndexCount; i++) { indices[i] = i; } // Set up the description of the static vertex buffer. var vertexBuffer = new BufferDescription() { Usage = ResourceUsage.Dynamic, SizeInBytes = Utilities.SizeOf <TextureShader.Vertex>() * VertexCount, BindFlags = BindFlags.VertexBuffer, CpuAccessFlags = CpuAccessFlags.Write, OptionFlags = ResourceOptionFlags.None, StructureByteStride = 0 }; // Create the vertex buffer. VertexBuffer = Buffer.Create(device, vertices, vertexBuffer); // Create the index buffer. IndexBuffer = Buffer.Create(device, BindFlags.IndexBuffer, indices); return(true); } catch { return(false); } }
private bool InitializeBuffers(Device device) { try { // Set the number of the vertices and indices in the vertex and index array, accordingly. VertexCount = 6; IndexCount = 6; // Create the vertex array. var vertices = new TextureShader.Vertex[VertexCount]; // Initialize vertex array to zeroes at first. foreach (var vertex in vertices) vertex.SetToZero(); // Create the index array. var indices = new int[IndexCount]; // Load the index array with data. for (var i = 0; i < IndexCount; i++) indices[i] = i; // Set up the description of the static vertex buffer. var vertexBuffer = new BufferDescription() { Usage = ResourceUsage.Dynamic, SizeInBytes = Utilities.SizeOf<TextureShader.Vertex>() * VertexCount, BindFlags = BindFlags.VertexBuffer, CpuAccessFlags = CpuAccessFlags.Write, OptionFlags = ResourceOptionFlags.None, StructureByteStride = 0 }; // Create the vertex buffer. VertexBuffer = Buffer.Create(device, vertices, vertexBuffer); // Create the index buffer. IndexBuffer = Buffer.Create(device, BindFlags.IndexBuffer, indices); return true; } catch { return false; } }