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Draw indexed, instanced primitives.
Syntax
void DrawIndexedInstanced(
[in] UINT IndexCountPerInstance,
[in] UINT InstanceCount,
[in] UINT StartIndexLocation,
[in] INT BaseVertexLocation,
[in] UINT StartInstanceLocation
);
Parameters
[in] IndexCountPerInstance
Type: UINT
Number of indices read from the index buffer for each instance.
[in] InstanceCount
Type: UINT
Number of instances to draw.
[in] StartIndexLocation
Type: UINT
The location of the first index read by the GPU from the index buffer.
[in] BaseVertexLocation
Type: INT
A value added to each index before reading a vertex from the vertex buffer.
[in] StartInstanceLocation
Type: UINT
A value added to each index before reading per-instance data from a vertex buffer.
Return value
None
Remarks
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. Instancing requires multiple vertex buffers: at least one for per-vertex data and a second buffer for per-instance data.
The second buffer is needed only if the input layout that you use has elements that use D3D11_INPUT_PER_INSTANCE_DATA as the input element classification buffer for per-instance data.
Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | d3d11.h |
Library | D3D11.lib |