Managed Direct3D: Lock entire Vertex Buffer
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23-09-2019 - |
Question
I have a Mesh
object returned from Mesh::TextFromFont
and I am trying to set the color of each vertex. I am calling the vertex buffer's Lock
function like this:
mesh->VertexBuffer->Lock(0, LockFlags::None);
However, this call throws an exception. Another overload of Lock
seems to work fine, however it requires me to pass the rank of the returned vertex array. What is the solution here? How do I lock the vertex buffer of a mesh returned from TextFromFont
?
Solution
The answer might probably lie here:
When using this method to retrieve an array from a resource that was not created with a type, always use the overload that accepts a type.
In true MSDN fashion, there is no further explanation.
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