ID3D11DeviceContext::DrawIndexedInstanced Method

Draw indexed, instanced primitives.

Syntax

public:
void DrawIndexedInstanced(
         UINT IndexCountPerInstance,
         UINT InstanceCount,
         UINT StartIndexLocation,
         INT BaseVertexLocation,
         UINT StartInstanceLocation
)  

Parameters

IndexCountPerInstance
Type: UINT 

[in] Number of indices read from the index buffer for each instance.

InstanceCount
Type: UINT 

[in] Number of instances to draw.

StartIndexLocation
Type: UINT 

[in] The location of the first index read by the GPU from the index buffer.

BaseVertexLocation
Type: INT 

[in] A value added to each index before reading a vertex from the vertex buffer.

StartInstanceLocation
Type: UINT 

[in] 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. Indexing requires multiple vertex buffers: at least one for per-vertex data and a second buffer for per-instance data.

Requirements

Header: Declared in d3d11_x.h (d3d11.h on other Windows platforms).

Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).

See also

ID3D11DeviceContext

ID3D11DeviceContext Members