   [DirectX 11] No mesh interface?
  Im trying to port my dx 10 engine to dx11 but it seems that dx11 doesnt have a mesh rendering interface, so do I have to code a function to draw my mesh using the vertices and triangles I read from mesh files?   
  Ha Ha! Why are we working always at the same things?Same problem here!I guess we have to use a vertex buffer ourselfes, but how to Optimize() then?   ;  I suggest that you make a small utility that uses the DX10 Mesh code to load your models and optimize them.  Then extract the buffers and write them to disk directly with whatever header info you need to indicate sizes, layouts, etc.Then your DX11 app can load this data in directly and start off with an optimized mesh.   ;  If you would like sample code to manually load and use the vertex/index buffers, then you can take a look at the GeometryDX11, VertexBufferDX11 and IndexBufferDX11 classes in my engine (link below in the signature).While I don't use the Mesh interface at all (and don't do something like optimize) it will show you how to do the basic work with the buffers.  Also, if you have any comments on the library itself I would be interested to hear them!   ;Quote:Original post by Jason ZIf you would like sample code to manually load and use the vertex/index buffers, then you can take a look at the GeometryDX11, VertexBufferDX11 and IndexBufferDX11 classes in my engine (link below in the signature).While I don't use the Mesh interface at all (and don't do something like optimize) it will show you how to do the basic work with the buffers.  Also, if you have any comments on the library itself I would be interested to hear them!Thank you, I will take a look.By the way, you, Wolfgang and others did a great job in Programming Vertex, Geometry, and Pixel Shaders;  Thank you - it was a pleasure to work on, and I'm glad that you can get some use out of the material!   