Edit: I came up with an idea: Could I write all Vertices into a list, which is only rendered once per frame(in my MainLoop) and is discarded after? Is this the way not to lock the VertexBuffer several times a frame? Which size is common for a vertexbuffer? Right now I am using this size
4 * Marshal.SizeOf(typeof(TexturedColoredVertex), which is rather small i think. I heard I can draw several vertices a time, so i would be using a factor of my current size?