Unity-Technologies / Unity-Technologies/NativeRenderingPlugin
Question about vertex buffer layout
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Description
I was wondering if the vertex buffer layout is always the same from Unity 2018.4 with DirectX 11 ?
You are using this structure :
struct MeshVertex
{
float pos[3];
float normal[3];
float color[4];
float uv[2];
};
But let say I just want to use pos and color attributes from my shaders, could I use directly the structure below to fill my ID3D11Buffer ?
struct MeshVertex
{
float pos[3];
float color[4];
};
Then before calling the native plugin I could just initialize the mesh like that
m_meshFilter = GetComponent<MeshFilter>();
m_meshFilter.mesh = new Mesh();
m_meshFilter.mesh.indexFormat = IndexFormat.UInt32;
m_meshFilter.mesh.vertices = new Vector3[100000];
m_meshFilter.mesh.colors = new Color[100000];
Also, other question : Do I really need to call MarkDynamic() on the mesh instance if I only set the vertex buffer once during the game ?
Thank you.
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Research direction
The issue names no file, test, or entry point. Review the Unity 2018.4 DirectX 11 mesh and native-plugin usage described here, focusing on vertex attributes and MarkDynamic(); done means documenting whether the reduced layout is supported and whether MarkDynamic() is needed for a one-time upload.
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Assessment
- Tech stack
- cpp, csharp, unity
- Domain
- computer-graphics, game-dev
- Issue type
- Documentation
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100