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Spatial Surface Mesh returning NAN for positions
I'm trying to display a SpatialSurfaceMesh::VertexPositions::Data with a mesh, like in the "Spatial mapping in DirectX" example. However, the position data is returning NAN almost consistently for every other float. At first I thought this was because it uses a stride of 8 and has twice the amount of values as SpatialSurfaceMesh::VertexNormals::Data has. Although it even said NAN in the Graphics Debugger and I would think that the Graphics Debugger would know to skip the right spacing when the stride is set.
So I ended up creating a converter to change the array from stride of 8 to stride of 4. This didn't really help, the values were very oddly small. Then there was a lot of NAN further down the vertex list. I imagine that the problem could be how I'm converting the IBuffer to an array of bytes with the data (http://stackoverflow.com/questions/11853838/getting-an-array-of-bytes-out-of-windowsstoragestreamsibuffer). However, I have nothing to check this against since I can't find the sample source code anywhere. I could solve this on myown if I had the sample source code. The documentation even leaves a note, saying to see "GetDataFromIBuffer.h" for the definition of the CreateDirectXBuffer() helper function.
Has anyone come across this or does anyone know where the DirectX sample source code is located?