In an interesting talk with the other groups we program with, we had one programming group who basically uses 8 buffers to stimulate multiple windows. I was a bit unsure on why the heck he done that, Back buffers are more meant to be used in animation and for a smooth screen transistion but using 8 for that is just flat out impossible, it means you limit your possibilities extremely, and the performance inpact would be dire on your videocard.
Our group went with a Windows API approach using a linked list to keep track of the multiple windows, and creating multiple D3D Objects for each window meaning that they all have their own Rendering device, but they share Textures, and Meshes using the pointers in another linked list called the Mesh Manager, and Texture Manager. These 2 get combined into another Linked list called Entity Manager which keeps track of all the entities flying around on the map. Our approach is basically the same thing, but we went with it through different paths. I personally think our approach is faster, but I have no clue. I might have misunderstood what was said.
I am just playing world of warcraft the Burning Crusade before delving back into vyper hopefulyl I can release a new batch of code for people to look at. this release MIGHT have the textured battlestar with it. Next monday is the release meaning we have to get our act together and done. Probably this will be done without too much hassles.