IDirect3DDevice9::DrawIndexedPrimitiveUP method (d3d9.h)

Renders the specified geometric primitive with data specified by a user memory pointer.


HRESULT DrawIndexedPrimitiveUP(
  [in] D3DPRIMITIVETYPE PrimitiveType,
  [in] UINT             MinVertexIndex,
  [in] UINT             NumVertices,
  [in] UINT             PrimitiveCount,
  [in] const void       *pIndexData,
  [in] D3DFORMAT        IndexDataFormat,
  [in] const void       *pVertexStreamZeroData,
  [in] UINT             VertexStreamZeroStride


[in] PrimitiveType


Member of the D3DPRIMITIVETYPE enumerated type, describing the type of primitive to render.

[in] MinVertexIndex

Type: UINT

Minimum vertex index. This is a zero-based index.

[in] NumVertices

Type: UINT

Number of vertices used during this call. The first vertex is located at index: MinVertexIndex.

[in] PrimitiveCount

Type: UINT

Number of primitives to render. The maximum number of primitives allowed is determined by checking the MaxPrimitiveCount member of the D3DCAPS9 structure (the number of indices is a function of the primitive count and the primitive type).

[in] pIndexData

Type: const void*

User memory pointer to the index data.

[in] IndexDataFormat


Member of the D3DFORMAT enumerated type, describing the format of the index data. The valid settings are either:

[in] pVertexStreamZeroData

Type: const void*

User memory pointer to the vertex data. The vertex data must be in stream 0.

[in] VertexStreamZeroStride

Type: UINT

The number of bytes of data for each vertex. This value may not be 0.

Return value


If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be the following: D3DERR_INVALIDCALL.


This method is intended for use in applications that are unable to store their vertex data in vertex buffers. This method supports only a single vertex stream, which must be declared as stream 0.

Following any IDirect3DDevice9::DrawIndexedPrimitiveUP call, the stream 0 settings, referenced by IDirect3DDevice9::GetStreamSource, are set to NULL. Also, the index buffer setting for IDirect3DDevice9::SetIndices is set to NULL.

The vertex data passed to IDirect3DDevice9::DrawIndexedPrimitiveUP does not need to persist after the call. Direct3D completes its access to that data prior to returning from the call.

When converting a legacy application to Direct3D 9, you must add a call to either IDirect3DDevice9::SetFVF to use the fixed function pipeline, or IDirect3DDevice9::SetVertexDeclaration to use a vertex shader before you make any Draw calls.


Requirement Value
Target Platform Windows
Header d3d9.h (include D3D9.h)
Library D3D9.lib

See also



Rendering from Vertex and Index Buffers (Direct3D 9)