Partager via


IDirect3DMobileVertexBuffer::Lock

A version of this page is also available for

Windows Embedded CE 6.0 R3

4/8/2010

This method locks a range of vertex data and obtains a pointer to the vertex buffer memory.

Syntax

HRESULT Lock(
  UINT OffsetToLock,
  UINT SizeToLock,
  void** ppvData,
  DWORD Flags
);

Parameters

  • OffsetToLock
    [in] Offset into the vertex data to lock, in bytes.
  • SizeToLock
    [in] Size of the vertex data to lock, in bytes. Specify 0 to lock the entire vertex buffer.
  • ppvData
    [out] Address of a pointer to an array of BYTE values that is filled with the returned vertex data.
  • Flags
    [in] A combination of one or more D3DMLOCK Values to describe the type of lock to perform. The following list shows the allowable flags.

    • D3DMLOCK_READONLY
    • D3DMLOCK_DISCARD
    • D3DMLOCK_NOOVERWRITE

Return Value

If the method succeeds, the return value is D3DM_OK (see D3DM Values).

If the method fails, the return value can be D3DMERR_INVALIDCALL (see D3DMERR Values).

Remarks

When working with vertex buffers, you can make multiple lock calls; however, you must ensure that the number of lock calls match the number of unlock calls. If there is an outstanding lock count on any currently set vertex buffer, then IDirect3DMobileDevice::DrawPrimitive calls will not succeed.

The D3DMLOCK_DISCARD and D3DMLOCK_NOOVERWRITE flags (see D3DMLOCK Values) are valid only on buffers created with D3MDUSAGE_DYNAMIC (see D3DMUSAGE Values).

Requirements

Header d3dm.h
Library D3dm.lib, D3dmguid.lib
Windows Embedded CE Windows CE 5.0 and later
Windows Mobile Windows Mobile Version 5.0 and later

See Also

Reference

IDirect3DMobileVertexBuffer
D3DMLOCK Values
IDirect3DMobileDevice::DrawPrimitive
D3DMUSAGE Values