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| VertexBuffer::AllocateGpuMemorySyntaxvoid VertexBuffer::AllocateGpuMemory(ResourceUsage usage, bool needCpuReadAccess, bool needCpuWriteAccess);void VertexBuffer::AllocateGpuMemory(); [1 lines of code] Creates the GPU-side data array for this vertex buffer, if one did not yet exist. ParametersboolneedCpuReadAccessFrom D3D11 docs: "The resource is to be mappable so that the CPU can read its contents. Resources created with this flag cannot be set as either inputs or outputs to the pipeline and must be created with staging usage."
@param needCpuWriteAccess D3D11: "The resource is to be mappable so that the CPU can change its contents. Resources created with this flag cannot be set as outputs of the pipeline and must be created with either dynamic or staging usage. "
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