Microsoft DirectX 8.1 (C++) |
IDirect3DDevice8::SetStreamSource
Binds a vertex buffer to a device data stream.
HRESULT SetStreamSource( UINT StreamNumber, IDirect3DVertexBuffer8* pStreamData, UINT Stride );
Parameters
- StreamNumber
- [in] Specifies the data stream, in the range from 0 to the maximum number of streams -1.
- pStreamData
- [in] Pointer to an IDirect3DVertexBuffer8 interface, representing the vertex buffer to bind to the specified data stream.
- Stride
- [in] Stride of the component, in bytes. See Remarks.
Return Values
If the method succeeds, the return value is D3D_OK.
If the method fails, the return value can be D3DERR_INVALIDCALL.
Remarks
This method increments the reference count of the vertex buffer being assigned and decrements the reference count of the previously assigned vertex buffer. When the vertex buffer is no longer needed, set it to NULL. If you fail to do this, the vertex buffer is not released, resulting in a memory leak.
When a flexible vertex format (FVF) vertex shader is used, the stream vertex stride in SetStreamSource must match the vertex size, computed from the FVF. When a declaration is used, the stream vertex stride in SetStreamSource should be greater than or equal to the stream size computed from the declaration.
The SetStreamSource method binds a vertex buffer to a device data stream. For details, see Setting the Stream Source.
Requirements
Header: Declared in D3d8.h.
Import Library: Use D3d8.lib.
See Also
IDirect3DDevice8::DrawIndexedPrimitive, IDirect3DDevice8::DrawIndexedPrimitiveUP, IDirect3DDevice8::DrawPrimitive, IDirect3DDevice8::DrawPrimitiveUP, IDirect3DDevice8::GetStreamSource