for(UINT i=0; i<pFrame->pMeshContainer->nNumMat; i++)
{
.......................................
UINT nIndxCount = pFrame->pMeshContainer->atr[i].FaceCount * 3;
UINT nStartIndexLocation = pFrame->pMeshContainer->atr[i].FaceStart * 3;
UINT nBaseVertLocation = pFrame->pMeshContainer->atr[i].VertexStart;
UINT stride = sizeof( MY_VERTEX );
UINT offset = 0;
m_pImmediateContext->IASetVertexBuffers( 0, 1, &(pFrame->pMeshContainer->pVB), &stride, &offset );
m_pImmediateContext->IASetIndexBuffer( pFrame->pMeshContainer->pIB, DXGI_FORMAT_R32_UINT, 0 );
m_pImmediateContext->DrawIndexed(nIndxCount,0, nStartIndexLocation );
}
Thanks in advance.












