Original Post
I have a terrain class that renders fine and I'm trying to add point sprites above each patch ( diamond) of the terrain. I have it set up so the terrain is rendered first using a mesh, then I set the stream to the vertex buffer containing the point sprites. The program compiles fine, but when I run it it crashes and the debugger points me to the line where I'm assigning the point sprite VB to the device stream.
Here's the function that's supposed to draw the point sprites:
void Terrain::drawNodes()
{
_device->SetRenderState(D3DRS_LIGHTING, false);
_device->SetRenderState(D3DRS_POINTSPRITEENABLE, true);
_device->SetRenderState(D3DRS_POINTSCALEENABLE, true);
_device->SetRenderState(D3DRS_POINTSIZE, d3d::FtoDw(0.25f));
_device->SetRenderState(D3DRS_POINTSIZE_MIN, d3d::FtoDw(0.0f));
_device->SetRenderState(D3DRS_POINTSCALE_A, d3d::FtoDw(0.0f));
_device->SetRenderState(D3DRS_POINTSCALE_B, d3d::FtoDw(0.0f));
_device->SetRenderState(D3DRS_POINTSCALE_C, d3d::FtoDw(1.0f));
_device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
_device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
_device->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
_device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
_device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
///////////////////////////////////////////////////////////////////////
_device->SetTexture(0, _point);
_device->SetFVF(TerrainNode::FVF);
_device->SetStreamSource(0, _vb, 0, sizeof(TerrainNode)); //this causes runtime error
_device->DrawPrimitive( D3DPT_POINTLIST, 0, _numNodes );
///////////////////////////////////////////////////////////////////////
_device->SetRenderState(D3DRS_LIGHTING, true);
_device->SetRenderState(D3DRS_POINTSPRITEENABLE, false);
_device->SetRenderState(D3DRS_POINTSCALEENABLE, false);
_device->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
}
[edited by - Silex on January 18, 2004 4:46:43 PM]