Bit of background for those who don't know DirectX. A vertex is not just an XYZ position, it can have other data in it as well. DirectX uses a system known as Flexible Vertex Format, FVF, to let you define what format you want your vertexs to be in. You define these by passing a number to DirectX that use bitwise or to build it up, eg (D3DFVF_XYZ | D3DFVF_DIFFUSE)
means you are going to start using (from when you tell DirectX) vertexs that have an XYZ (three floats) and a RGB components (DWORD / unsigned long).
In order to pass your vertexs to the graphics card, you basicaly lock the memory in the graphics card where your buffer is, and use memcpy to transfer your array over.
Your array is an array of a struct you deffine your self, so in this case you would have made a struct like...
struct CUSTOMVERTEX {
FLOAT X, Y, Z;
DWORD COLOR;
};
You then make an array of type CUSTOMVERTEX and fill in the data fields.
I think my best appraoch is let my class build up an array of each component type, so an array of struct pos{ flaot x,y,z;};
an array of struct colour{ DWROD colour;};
etc.
But I will then need to merge these together so that I have an array structs like CUSTOMVERTEX.
Now, I think I have made a function that will merge to arrays together, but I am not sure if it is going to work as intended, here it is (currently missing the abilaty to actually return this 'interlaced' array)
void Utils::MergeArrays(char *ArrayA, char *ArrayB, int elementSizeA, int elementSizeB, int numElements)
{
char *packedElements = (char*)malloc(numElements* (elementSizeA, elementSizeB));
char *nextElement = packedElements;
for(int i = 0; i < numElements; ++i)
{
memcpy(nextElement, (void*)ArrayA[i], elementSizeA);
nextElement += elementSizeA;
memcpy(nextElement, (void*)ArrayB[i], elementSizeB);
nextElement += elementSizeB;
}
}
when calling this function, you will pass in the two arrays you want merged, and size of the elements in each array and the number of elements in your array.
I was asking about this in chat for a while whilst SO was down. A few things to say.
I am dealing with fairly small data sets, like 100 tops, and this (in theory) is more of an initialisation task, so should only get done once, so a bit of time is ok by me.
My final array that I want to be able to use memcpy on to transfer into the graphics card needs to have no padding, it has to be contiguous data.
EDIT The combined array of vertex data will be transfered to the GPU, this is first done by requesting the GPU to set a void* to the start of the memory I have access to and requesting space the size of my customVertex * NumOfVertex. So if my mergeArray function does loose what the types are within it, that is ok, just a long as I get my single combined array to transfer in one block /EDIT
Finally, their is a dam good chance I am barking up the wrong tree with this, so their may well be a much simpler way to just not have this problem in the first place, but part of me has dug my heals in and wants to get this system working, so I would appreciate knowing how to get such a system to work (the interlacing arrays thing)
Thank you so much... I need to sooth my head now, so I look forward to hearing any ideas on the problem.