Draw non-indexed, instanced primitives.
public:
void DrawInstanced(
UINT VertexCountPerInstance,
UINT InstanceCount,
UINT StartVertexLocation,
UINT StartInstanceLocation
)
VertexCountPerInstance
Type: UINT
[in] Number of vertices to draw.
InstanceCount
Type: UINT
[in] Number of instances to draw.
StartVertexLocation
Type: UINT
[in] Index of the first vertex.
StartInstanceLocation
Type: UINT
[in] A value added to each index before reading per-instance data from a vertex buffer.
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).
Header: Declared in d3d11_x.h (d3d11.h on other Windows platforms).
Library: Use d3d11_x.lib (d3d11.lib on other Windows platforms).