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DX11 CREATE NULL MESH

Creates a null mesh with the given number of vertices.
A null mesh contains no vertex data and will as such bypass binding vertex and index buffers to the GPU. This can be useful if your vertex- or geometry shaders can create your geometry
without the need to know more than a vertex id (which can be retrieved in the vertex shader by declaring an input argument having the SV_VertexId semantic). This approach can be useful for
creating simple deterministic geometry such as screen quads, particles and maybe even simple foliage without the need for the CPU to be involved.
You can change the "vertex count" that is used to instruct the GPU how many times to issue the vertex shader for a null mesh in realtime using the DX11 SET NULL MESH VERTEX COUNT function.
The corner positions of an axis-aligned bounding box can also be provided; if omitted it defaults to a unit cube. The bounding box must be supplied manually
since it cannot be derived from the non-existing vertices of a null mesh. Failing to do this will cause the mesh to always be excluded during frustum culling.

Syntax

    DX11 CREATE NULL MESH vertexCount, [bbMinX], [bbMinY], [bbMinZ], [bbmaxX], [bbmaxY], [bbmaxZ], [topology]

Parameters

    vertexCount

> Dword
> The initial "vertex count" of the null mesh; this directly indicates how many times the associated vertex shader will be executed during rendering of this mesh.

    [Optional] bbMinX

> Float
> The minimum X value of the bounding box for the created mesh.

    [Optional] bbMinY

> Float
> The minimum Y value of the bounding box for the created mesh.

    [Optional] bbMinZ

> Float
> The minimum Z value of the bounding box for the created mesh.

    [Optional] bbmaxX

> Float
> The maximum X value of the bounding box for the created mesh.

    [Optional] bbmaxY

> Float
> The maximum Y value of the bounding box for the created mesh.

    [Optional] bbmaxZ

> Float
> The maximum Z value of the bounding box for the created mesh.

    [Optional] topology

> Dword
> The topology that determines how vertices are connected to form faces during rendering. Defaults to TOPOLOGY_TRIANGLESTRIP which lets you create a quad from 4 vertices if omitted.

Returns

This function does not return a value.

See also

MESH Functions Menu
DX11 Function Categories