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I think the map you used is wrong,look look the code below,wish wish to help you. if(FAILED(pCtx->Map(m_pvertexbuffer[0],0,D3D11_MAP::D3D11_MAP_WRITE_DISCARD,0,&Mapped))) { PostQuitMessage(0); } VERTEX_STRUCT ptr=(VERTEX_STRUCT)Mapped.pData; for(int i=0;i<LENGTH;i++) { x=rcos(23.142i/length); y=rsin(23.142i/length); ptr[i].pos = XMFLOAT3(x,y,0); // Bottom left.
//srand((int)time(0)); srand((GetTickCount()%65536)); ptr[i].color.x=(float(rand())/RAND_MAX); srand((GetTickCount()%65536)-1000); ptr[i].color.y=(float(rand())/RAND_MAX); srand((GetTickCount()%65536)-2000); ptr[i].color.z=(float(rand())/RAND_MAX); } pCtx->Unmap(m_pvertexbuffer[0],0);

if(FAILED(pCtx->Map(m_pvertexbuffer[0],0,D3D11_MAP::D3D11_MAP_WRITE_DISCARD,0,&Mapped)))
{
    PostQuitMessage(0);
}
VERTEX_STRUCT *ptr=(VERTEX_STRUCT*)Mapped.pData;
for(int i=0;i<LENGTH;i++)
{
    x=r*cos(2*3.142*i/length);
    y=r*sin(2*3.142*i/length); 
    ptr[i].pos = XMFLOAT3(x,y,0);  // Bottom left.      
    //srand((int)time(0));
    srand((GetTickCount()%65536));
    ptr[i].color.x=(float(rand())/RAND_MAX);
    srand((GetTickCount()%65536)-1000);
    ptr[i].color.y=(float(rand())/RAND_MAX);
    srand((GetTickCount()%65536)-2000);
    ptr[i].color.z=(float(rand())/RAND_MAX);
}
pCtx->Unmap(m_pvertexbuffer[0],0);

I think the map you used is wrong,look the code below,wish to help you. if(FAILED(pCtx->Map(m_pvertexbuffer[0],0,D3D11_MAP::D3D11_MAP_WRITE_DISCARD,0,&Mapped))) { PostQuitMessage(0); } VERTEX_STRUCT ptr=(VERTEX_STRUCT)Mapped.pData; for(int i=0;i<LENGTH;i++) { x=rcos(23.142i/length); y=rsin(23.142i/length); ptr[i].pos = XMFLOAT3(x,y,0); // Bottom left.
//srand((int)time(0)); srand((GetTickCount()%65536)); ptr[i].color.x=(float(rand())/RAND_MAX); srand((GetTickCount()%65536)-1000); ptr[i].color.y=(float(rand())/RAND_MAX); srand((GetTickCount()%65536)-2000); ptr[i].color.z=(float(rand())/RAND_MAX); } pCtx->Unmap(m_pvertexbuffer[0],0);

I think the map you used is wrong, look the code below, wish to help you.

if(FAILED(pCtx->Map(m_pvertexbuffer[0],0,D3D11_MAP::D3D11_MAP_WRITE_DISCARD,0,&Mapped)))
{
    PostQuitMessage(0);
}
VERTEX_STRUCT *ptr=(VERTEX_STRUCT*)Mapped.pData;
for(int i=0;i<LENGTH;i++)
{
    x=r*cos(2*3.142*i/length);
    y=r*sin(2*3.142*i/length); 
    ptr[i].pos = XMFLOAT3(x,y,0);  // Bottom left.      
    //srand((int)time(0));
    srand((GetTickCount()%65536));
    ptr[i].color.x=(float(rand())/RAND_MAX);
    srand((GetTickCount()%65536)-1000);
    ptr[i].color.y=(float(rand())/RAND_MAX);
    srand((GetTickCount()%65536)-2000);
    ptr[i].color.z=(float(rand())/RAND_MAX);
}
pCtx->Unmap(m_pvertexbuffer[0],0);
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I think the map you used is wrong,look the code below,wish to help you. if(FAILED(pCtx->Map(m_pvertexbuffer[0],0,D3D11_MAP::D3D11_MAP_WRITE_DISCARD,0,&Mapped))) { PostQuitMessage(0); } VERTEX_STRUCT ptr=(VERTEX_STRUCT)Mapped.pData; for(int i=0;i<LENGTH;i++) { x=rcos(23.142i/length); y=rsin(23.142i/length); ptr[i].pos = XMFLOAT3(x,y,0); // Bottom left.
//srand((int)time(0)); srand((GetTickCount()%65536)); ptr[i].color.x=(float(rand())/RAND_MAX); srand((GetTickCount()%65536)-1000); ptr[i].color.y=(float(rand())/RAND_MAX); srand((GetTickCount()%65536)-2000); ptr[i].color.z=(float(rand())/RAND_MAX); } pCtx->Unmap(m_pvertexbuffer[0],0);