Using a D3DX mesh's attribute table, I've been trying to draw a mesh
using DIP. I have optimized the mesh in place to generate the attribute
table properly and have not optimized it in any other way. Using the
attribute table's VertexStart/VertexCount and FaceStart/FaceCount members
causes an invalid index in the index buffer because it references a vertex
index less than VertexStart. 'Present'ing then causes my WinXP machine to
blue-screen crash. There is no other debug spew besides the one invalid
index statement. If I use 0, mesh.NumberVertices in my DIP instead of the
attribute table's VertexStart/VertexCount values, then it all works fine (no
It seems to me that there are two issues:
1. The attribute table doesn't do what I would expect. It is generated with
at least one invalid VertexStart value. Has anyone else seen this happen?
(I'm using the SDK asset 'bigship1.x')
2. Should any computer ever crash because of an invalid index?
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