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Draw indexed, instanced primitives.
void DrawIndexedInstanced(
[in] UINT IndexCountPerInstance,
[in] UINT InstanceCount,
[in] UINT StartIndexLocation,
[in] INT BaseVertexLocation,
[in] UINT StartInstanceLocation
);
[in] IndexCountPerInstance
Type: UINT
Size of the index buffer used in each instance.
[in] InstanceCount
Type: UINT
Number of instances to draw.
[in] StartIndexLocation
Type: UINT
Index of the first index.
[in] BaseVertexLocation
Type: INT
Index of the first vertex. The index is signed, which allows a negative index. If the negative index plus the index value from the index buffer are less than 0, the result is undefined.
[in] StartInstanceLocation
Type: UINT
Index of the first instance.
None
A draw API submits work to the rendering pipeline.
Instancing may extend performance by reusing the same geometry to draw multiple objects in a scene. One example of instancing could be to draw the same object with different positions and colors. Indexing requires multiple vertex buffers: at least one for per-vertex data and a second buffer for per-instance data. For an example of instancing, see the Instancing10 Sample.
Requirement | Value |
---|---|
Target Platform | Windows |
Header | d3d10.h |
Library | D3D10.lib |