Belay that! Ignore this post.
If I'd only waited a couple more hours, I could have avoided embarrassing myself by having to reveal that I had a bug my DrawIndexed() parameter calculation that -- you guessed it -- was causing it to draw to quads it wasn't supposed to.
My shame is more than made up for by my relief at finally figuring out my mistake (braindead though it may have been). On the off chance that someone else is having a similar problem and finds this: be it known that the described behavior is not in any way what directx is supposed to do, and you're probably making a simple mistake somewhere in your scene rendering calls.
Slippery JimMember Since 18 Jul 2012
Offline Last Active Jul 24 2012 01:26 PM