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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>DirectXTK PrimitiveBatch helper makes it easy to draw user primitives with D3D11</title><link>http://blogs.msdn.com/b/shawnhar/archive/2012/10/12/directxtk-primitivebatch-helper-makes-it-easy-to-draw-user-primitives-with-d3d11.aspx</link><description>The latest version of DirectXTK adds a PrimitiveBatch helper, for easily and efficiently drawing dynamically generated geometry such as lines or triangles. This fills the same role as the legacy D3D9 APIs DrawPrimitiveUP and DrawIndexedPrimitiveUP. PrimitiveBatch</description><dc:language>en</dc:language><generator>Telligent Evolution Platform Developer Build (Build: 5.6.50428.7875)</generator><item><title>re: DirectXTK PrimitiveBatch helper makes it easy to draw user primitives with D3D11</title><link>http://blogs.msdn.com/b/shawnhar/archive/2012/10/12/directxtk-primitivebatch-helper-makes-it-easy-to-draw-user-primitives-with-d3d11.aspx#10391052</link><pubDate>Tue, 05 Feb 2013 01:08:27 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10391052</guid><dc:creator>Pirlo</dc:creator><description>&lt;p&gt;Shawn you give me a pleasantly surprised by replaying me so quick.I think I should start to learn c++.&lt;/p&gt;
&lt;p&gt;I have learn much in your blog and thank you so much!&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10391052" width="1" height="1"&gt;</description></item><item><title>re: DirectXTK PrimitiveBatch helper makes it easy to draw user primitives with D3D11</title><link>http://blogs.msdn.com/b/shawnhar/archive/2012/10/12/directxtk-primitivebatch-helper-makes-it-easy-to-draw-user-primitives-with-d3d11.aspx#10390924</link><pubDate>Mon, 04 Feb 2013 16:37:50 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10390924</guid><dc:creator>Shawn Hargreaves - MSFT</dc:creator><description>&lt;p&gt;Pirlo - you are thinking like a C# developer :-) &amp;nbsp;There is no need for offset parameters in C++, because you pass the actual data as a pointer rather than an array container, so you can offset that pointer to directly reference whatever sub-block of data you like.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10390924" width="1" height="1"&gt;</description></item><item><title>re: DirectXTK PrimitiveBatch helper makes it easy to draw user primitives with D3D11</title><link>http://blogs.msdn.com/b/shawnhar/archive/2012/10/12/directxtk-primitivebatch-helper-makes-it-easy-to-draw-user-primitives-with-d3d11.aspx#10390813</link><pubDate>Mon, 04 Feb 2013 09:01:45 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10390813</guid><dc:creator>Pirlo</dc:creator><description>&lt;p&gt;Is it means that we can&amp;#39;t control vertexOffset or indexOffset like this&lt;/p&gt;
&lt;p&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;quot; public void DrawUserIndexedPrimitives&amp;lt;T&amp;gt;(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices, short[] indexData, int indexOffset, int primitiveCount) where T : struct, IVertexType;&amp;quot;&lt;/p&gt;
&lt;p&gt;in xna?&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10390813" width="1" height="1"&gt;</description></item><item><title>re: DirectXTK PrimitiveBatch helper makes it easy to draw user primitives with D3D11</title><link>http://blogs.msdn.com/b/shawnhar/archive/2012/10/12/directxtk-primitivebatch-helper-makes-it-easy-to-draw-user-primitives-with-d3d11.aspx#10367562</link><pubDate>Sun, 11 Nov 2012 18:02:06 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10367562</guid><dc:creator>josh</dc:creator><description>&lt;p&gt;ah, thanks you are right ... my d3d knowledge is a little rusty :)&lt;/p&gt;
&lt;p&gt;a tessellated groundplane might be useful for simple vertexshader displaced terrains and flat &amp;amp; slightly deformed objects like leafs.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10367562" width="1" height="1"&gt;</description></item><item><title>re: DirectXTK PrimitiveBatch helper makes it easy to draw user primitives with D3D11</title><link>http://blogs.msdn.com/b/shawnhar/archive/2012/10/12/directxtk-primitivebatch-helper-makes-it-easy-to-draw-user-primitives-with-d3d11.aspx#10367487</link><pubDate>Sat, 10 Nov 2012 21:58:51 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10367487</guid><dc:creator>Shawn Hargreaves - MSFT</dc:creator><description>&lt;p&gt;You can use SpriteBatch with a custom pixel shader. Compute shaders are different: they don&amp;#39;t involve any actual geometry being rendered so use entirely different APIs to any of this shape drawing stuff.&lt;/p&gt;
&lt;p&gt;What would be the benefit of tessellating a ground plane grid, as opposed to just drawing a single larger quad?&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10367487" width="1" height="1"&gt;</description></item><item><title>re: DirectXTK PrimitiveBatch helper makes it easy to draw user primitives with D3D11</title><link>http://blogs.msdn.com/b/shawnhar/archive/2012/10/12/directxtk-primitivebatch-helper-makes-it-easy-to-draw-user-primitives-with-d3d11.aspx#10367455</link><pubDate>Sat, 10 Nov 2012 15:32:56 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10367455</guid><dc:creator>josh</dc:creator><description>&lt;p&gt;oh okay I haven&amp;#39;t looked into SpriteBatch just yet. Can I use compute shaders with it?&lt;/p&gt;
&lt;p&gt;Also how about a Grid (with adjustable divisions in u and v direction) as Geometric Primitive. Could be useful for groundplanes.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10367455" width="1" height="1"&gt;</description></item><item><title>re: DirectXTK PrimitiveBatch helper makes it easy to draw user primitives with D3D11</title><link>http://blogs.msdn.com/b/shawnhar/archive/2012/10/12/directxtk-primitivebatch-helper-makes-it-easy-to-draw-user-primitives-with-d3d11.aspx#10367352</link><pubDate>Fri, 09 Nov 2012 21:46:10 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10367352</guid><dc:creator>Shawn Hargreaves - MSFT</dc:creator><description>&lt;p&gt;&amp;gt; how about a polygon that matches the windows size for image processing as a Geometric Primitive.&lt;/p&gt;
&lt;p&gt;For image processing, SpriteBatch is a better choice than PrimitiveBatch or one of the GeometricPrimitives.h helpers. &amp;nbsp;What more would you want to see there compared to the current SpriteBatch API?&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10367352" width="1" height="1"&gt;</description></item><item><title>re: DirectXTK PrimitiveBatch helper makes it easy to draw user primitives with D3D11</title><link>http://blogs.msdn.com/b/shawnhar/archive/2012/10/12/directxtk-primitivebatch-helper-makes-it-easy-to-draw-user-primitives-with-d3d11.aspx#10367351</link><pubDate>Fri, 09 Nov 2012 21:43:22 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10367351</guid><dc:creator>josh</dc:creator><description>&lt;p&gt;how about a polygon that matches the windows size for image processing as a Geometric Primitive.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10367351" width="1" height="1"&gt;</description></item><item><title>re: DirectXTK PrimitiveBatch helper makes it easy to draw user primitives with D3D11</title><link>http://blogs.msdn.com/b/shawnhar/archive/2012/10/12/directxtk-primitivebatch-helper-makes-it-easy-to-draw-user-primitives-with-d3d11.aspx#10359792</link><pubDate>Mon, 15 Oct 2012 20:23:35 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10359792</guid><dc:creator>Amer</dc:creator><description>&lt;p&gt;Bug I think directX base Vertex means which offset to add when performing index drawing, so it means start from 5, 6, 7, 8 instead of default one which would be 0, 1, 2, 3 etc.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10359792" width="1" height="1"&gt;</description></item><item><title>re: DirectXTK PrimitiveBatch helper makes it easy to draw user primitives with D3D11</title><link>http://blogs.msdn.com/b/shawnhar/archive/2012/10/12/directxtk-primitivebatch-helper-makes-it-easy-to-draw-user-primitives-with-d3d11.aspx#10359706</link><pubDate>Mon, 15 Oct 2012 15:38:16 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10359706</guid><dc:creator>Bug</dc:creator><description>&lt;p&gt;Couldn&amp;#39;t you just give OpenGL an offset to the base vertex using glVertexPointer() or glVertexAttribPointer()?&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10359706" width="1" height="1"&gt;</description></item></channel></rss>