OpenGL VAO, VBO equivalent in DirectX11












0















I am working on implementing a directx11 instance of our game engine and I am a newbie in 3d game programming.



I know a little about DirectX11 graphics pipeline and shaders and what vertex buffers, input layout, etc are.



While looking at the one of the APIs the code is something like:



glBindVertexArray(current_vao);
glBindBuffer(GL_ARRAY_BUFFER, current_vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * Vertices.size(), &Vertices.front(), GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), reinterpret_cast<void*>(0));
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glDisableVertexAttribArray(3);
glDisableVertexAttribArray(4);
glDisableVertexAttribArray(5);
glDisableVertexAttribArray(6);
glBindBuffer(GL_ARRAY_BUFFER, 0);


What is this VAO and VBO equivalent in DirectX11 ? What exactly is this code doing ?










share|improve this question



























    0















    I am working on implementing a directx11 instance of our game engine and I am a newbie in 3d game programming.



    I know a little about DirectX11 graphics pipeline and shaders and what vertex buffers, input layout, etc are.



    While looking at the one of the APIs the code is something like:



    glBindVertexArray(current_vao);
    glBindBuffer(GL_ARRAY_BUFFER, current_vbo);
    glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * Vertices.size(), &Vertices.front(), GL_DYNAMIC_DRAW);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), reinterpret_cast<void*>(0));
    glDisableVertexAttribArray(1);
    glDisableVertexAttribArray(2);
    glDisableVertexAttribArray(3);
    glDisableVertexAttribArray(4);
    glDisableVertexAttribArray(5);
    glDisableVertexAttribArray(6);
    glBindBuffer(GL_ARRAY_BUFFER, 0);


    What is this VAO and VBO equivalent in DirectX11 ? What exactly is this code doing ?










    share|improve this question

























      0












      0








      0








      I am working on implementing a directx11 instance of our game engine and I am a newbie in 3d game programming.



      I know a little about DirectX11 graphics pipeline and shaders and what vertex buffers, input layout, etc are.



      While looking at the one of the APIs the code is something like:



      glBindVertexArray(current_vao);
      glBindBuffer(GL_ARRAY_BUFFER, current_vbo);
      glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * Vertices.size(), &Vertices.front(), GL_DYNAMIC_DRAW);
      glEnableVertexAttribArray(0);
      glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), reinterpret_cast<void*>(0));
      glDisableVertexAttribArray(1);
      glDisableVertexAttribArray(2);
      glDisableVertexAttribArray(3);
      glDisableVertexAttribArray(4);
      glDisableVertexAttribArray(5);
      glDisableVertexAttribArray(6);
      glBindBuffer(GL_ARRAY_BUFFER, 0);


      What is this VAO and VBO equivalent in DirectX11 ? What exactly is this code doing ?










      share|improve this question














      I am working on implementing a directx11 instance of our game engine and I am a newbie in 3d game programming.



      I know a little about DirectX11 graphics pipeline and shaders and what vertex buffers, input layout, etc are.



      While looking at the one of the APIs the code is something like:



      glBindVertexArray(current_vao);
      glBindBuffer(GL_ARRAY_BUFFER, current_vbo);
      glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * Vertices.size(), &Vertices.front(), GL_DYNAMIC_DRAW);
      glEnableVertexAttribArray(0);
      glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), reinterpret_cast<void*>(0));
      glDisableVertexAttribArray(1);
      glDisableVertexAttribArray(2);
      glDisableVertexAttribArray(3);
      glDisableVertexAttribArray(4);
      glDisableVertexAttribArray(5);
      glDisableVertexAttribArray(6);
      glBindBuffer(GL_ARRAY_BUFFER, 0);


      What is this VAO and VBO equivalent in DirectX11 ? What exactly is this code doing ?







      directx directx-11






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      share|improve this question










      asked Nov 14 '18 at 21:44









      MonkuMonku

      74211224




      74211224
























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          A "VBO" is just a vertex buffer, which in DirectX 11 is a ID3D11Buffer with a bind flag of D3D11_BIND_VERTEX_BUFFER which contains the vertex data.



          There is no direct equivalent to the OpenGL "Vertex Attribute Array". In DirectX 11, you just submit a distinct Draw for each group of like state settings (a.k.a material attribute).




          If you are complete new to DirectX 11, you might consider working through the [DirectX Tool Kit tutorials.







          share|improve this answer























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            1 Answer
            1






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            1














            A "VBO" is just a vertex buffer, which in DirectX 11 is a ID3D11Buffer with a bind flag of D3D11_BIND_VERTEX_BUFFER which contains the vertex data.



            There is no direct equivalent to the OpenGL "Vertex Attribute Array". In DirectX 11, you just submit a distinct Draw for each group of like state settings (a.k.a material attribute).




            If you are complete new to DirectX 11, you might consider working through the [DirectX Tool Kit tutorials.







            share|improve this answer




























              1














              A "VBO" is just a vertex buffer, which in DirectX 11 is a ID3D11Buffer with a bind flag of D3D11_BIND_VERTEX_BUFFER which contains the vertex data.



              There is no direct equivalent to the OpenGL "Vertex Attribute Array". In DirectX 11, you just submit a distinct Draw for each group of like state settings (a.k.a material attribute).




              If you are complete new to DirectX 11, you might consider working through the [DirectX Tool Kit tutorials.







              share|improve this answer


























                1












                1








                1







                A "VBO" is just a vertex buffer, which in DirectX 11 is a ID3D11Buffer with a bind flag of D3D11_BIND_VERTEX_BUFFER which contains the vertex data.



                There is no direct equivalent to the OpenGL "Vertex Attribute Array". In DirectX 11, you just submit a distinct Draw for each group of like state settings (a.k.a material attribute).




                If you are complete new to DirectX 11, you might consider working through the [DirectX Tool Kit tutorials.







                share|improve this answer













                A "VBO" is just a vertex buffer, which in DirectX 11 is a ID3D11Buffer with a bind flag of D3D11_BIND_VERTEX_BUFFER which contains the vertex data.



                There is no direct equivalent to the OpenGL "Vertex Attribute Array". In DirectX 11, you just submit a distinct Draw for each group of like state settings (a.k.a material attribute).




                If you are complete new to DirectX 11, you might consider working through the [DirectX Tool Kit tutorials.








                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Nov 14 '18 at 22:05









                Chuck WalbournChuck Walbourn

                20.2k12549




                20.2k12549
































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