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Draw an array of sprites. This will immediately send the sprites to the device for rendering, which is different from ID3DX10Sprite::DrawSpritesBuffered which only adds an array of sprites to a batch of sprites to be rendered when ID3DX10Sprite::Flush is called. This draw method is most useful when drawing a large number of sprites that have already been sorted on the CPU (or do not need to be sorted), such as in a particle system. This must be called in between calls to ID3DX10Sprite::Begin and ID3DX10Sprite::End.
Syntax
HRESULT DrawSpritesImmediate(
[in] D3DX10_SPRITE *pSprites,
[in] UINT cSprites,
[in] UINT cbSprite,
[in] UINT flags
);
Parameters
-
pSprites [in]
-
Type: D3DX10_SPRITE*
The array of sprites to draw. See D3DX10_SPRITE.
-
cSprites [in]
-
Type: UINT
The number of sprites in pSprites.
-
cbSprite [in]
-
Type: UINT
The size of the sprite structure you are passing into pSprites. Passing in 0 is the equivalent of passing in sizeof(D3DX10_SPRITE).
-
flags [in]
-
Type: UINT
Reserved.
Return value
Type: HRESULT
If the method succeeds, the return value is S_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA.
Requirements
| Requirement | Value |
|---|---|
| Header |
|
| Library |
|
See also