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vertexbufferverwalter::vertexbufferverwalter( void )
void vertexbufferverwalter::update()
{
size=100;
this->offset = 0;
stride = sizeof(vertexrgb);
memory = (vertexrgb *)calloc(size,sizeof(vertexrgb));
memoryzeiger = 0;
this->vertexbuffer = (ID3D11Buffer **)malloc(sizeof(ID3D11Buffer*));
D3D11_BUFFER_DESC bufferdesc;
bufferdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferdesc.ByteWidth = (sizeof(vertexrgb))*size;
bufferdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferdesc.MiscFlags = 0;
bufferdesc.StructureByteStride = 0;
bufferdesc.Usage = D3D11_USAGE_DYNAMIC;
HRESULT hresult0;
globalp->d3dp->contextp->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
hresult0 = globalp->d3dp->devicep->CreateBuffer(&bufferdesc,nullptr,vertexbuffer);
failedmessage("vertexverwalter init() createBuffer");
this->memory = (vertexrgb *)realloc(memory,sizeof(vertexrgb)*size);
globalp->d3dp->contextp->IASetVertexBuffers(0,0,nullptr,nullptr,nullptr);
(*(this->vertexbuffer))->Release();
free(this->vertexbuffer);
this->vertexbuffer = nullptr;
this->vertexbuffer = (ID3D11Buffer **)malloc(sizeof(ID3D11Buffer*));
size+=100;
D3D11_BUFFER_DESC bufferdesc1;
bufferdesc1.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferdesc1.ByteWidth = (sizeof(vertexrgb))*(size);
bufferdesc1.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferdesc1.MiscFlags = 0;
bufferdesc1.StructureByteStride = 0;
bufferdesc1.Usage = D3D11_USAGE_DYNAMIC;
globalp->d3dp->contextp->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
hresult0 = globalp->d3dp->devicep->CreateBuffer(&bufferdesc1,nullptr,vertexbuffer);
failedmessage("vertexverwalter init() createBuffer");
D3D11_MAPPED_SUBRESOURCE subresource;
subresource.DepthPitch = 0;
subresource.RowPitch = 0 ;
hresult0=globalp->d3dp->contextp->Map(*vertexbuffer,0,D3D11_MAP_WRITE_DISCARD,0,&subresource);
failedmessage("never ending failure");
subresource.DepthPitch = 0;
subresource.RowPitch = 0 ;
subresource.DepthPitch = 0;
subresource.RowPitch = 0 ;
memcpy(subresource.pData,memory,memoryzeiger*sizeof(vertexrgb));
globalp->d3dp->contextp->Unmap(*vertexbuffer,0);
globalp->d3dp->contextp->IASetVertexBuffers(0,1,vertexbuffer,&stride,&offset);
while(!(FAILED(hresult0)))
{
globalp->d3dp->contextp->IASetVertexBuffers(0,1,nullptr,nullptr,nullptr);
(*(this->vertexbuffer))->Release();
free(this->vertexbuffer);
this->vertexbuffer = nullptr;
this->vertexbuffer = (ID3D11Buffer **)malloc(sizeof(ID3D11Buffer*));
size+=100;
D3D11_BUFFER_DESC bufferdesc1;
bufferdesc1.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferdesc1.ByteWidth = (sizeof(vertexrgb))*(size);
bufferdesc1.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferdesc1.MiscFlags = 0;
bufferdesc1.StructureByteStride = 0;
bufferdesc1.Usage = D3D11_USAGE_DYNAMIC;
globalp->d3dp->contextp->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
hresult0 = globalp->d3dp->devicep->CreateBuffer(&bufferdesc1,nullptr,vertexbuffer);
failedmessage("vertexverwalter init() createBuffer");
hresult0=globalp->d3dp->contextp->Map(*vertexbuffer,0,D3D11_MAP_WRITE_DISCARD,0,&subresource);
failedmessage("never ending failure");
subresource.DepthPitch = 0;
subresource.RowPitch = 0 ;
subresource.DepthPitch = 0;
subresource.RowPitch = 0 ;
memcpy(subresource.pData,memory,memoryzeiger*sizeof(vertexrgb));
globalp->d3dp->contextp->Unmap(*vertexbuffer,0);
globalp->d3dp->contextp->IASetVertexBuffers(0,1,vertexbuffer,&stride,&offset);
}
}
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