#include "IndexBuffer.h" namespace TEN::Renderer { using Microsoft::WRL::ComPtr; using TEN::Renderer::Utils::throwIfFailed; IndexBuffer::IndexBuffer(ID3D11Device* device, int numIndices, int* indices) { HRESULT res; D3D11_BUFFER_DESC desc = {}; desc.Usage = D3D11_USAGE_DYNAMIC; desc.ByteWidth = sizeof(int) * numIndices; desc.BindFlags = D3D11_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; D3D11_SUBRESOURCE_DATA initData = {}; initData.pSysMem = indices; initData.SysMemPitch = sizeof(int) * numIndices; throwIfFailed(device->CreateBuffer(&desc, &initData, &Buffer)); } }