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Draw non-indexed, instanced primitives.
Syntax
void DrawInstanced(
[in] UINT VertexCountPerInstance,
[in] UINT InstanceCount,
[in] UINT StartVertexLocation,
[in] UINT StartInstanceLocation
);
Parameters
[in] VertexCountPerInstance
Type: UINT
Number of vertices to draw.
[in] InstanceCount
Type: UINT
Number of instances to draw.
[in] StartVertexLocation
Type: UINT
Index of the first vertex.
[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.
The vertex data for an instanced draw call normally comes from a vertex buffer that is bound to the pipeline. However, you could also provide the vertex data from a shader that has instanced data identified with a system-value semantic (SV_InstanceID).
Requirements
| Requirement | Value |
|---|---|
| Target Platform | Windows |
| Header | d3d11.h |
| Library | D3D11.lib |