Vertex buffers contain per vertex data. This topic shows how to initialize a static vertex buffer, that is, a vertex buffer that does not change. For help initializing a non-static buffer, see the remarks section.
To initialize a static vertex buffer
Define a structure that describes a vertex. For example, if your vertex data contains position data and color data, your structure would have one vector that describes the position and another that describes the color.
Allocate memory (using malloc or new) for the structure that you defined in step one. Fill this buffer with the actual vertex data that describes your geometry.
Create a buffer description by filling in a D3D11_BUFFER_DESC structure. Pass the D3D11_BIND_VERTEX_BUFFER flag to the BindFlags member and pass the size of the structure from step one to the ByteWidth member.
Create a subresource data description by filling in a D3D11_SUBRESOURCE_DATA structure. The pSysMem member of the D3D11_SUBRESOURCE_DATA structure should point directly to the resource data created in step two.
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