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Hi all, i was wondering what's the best way for an iso engine in dx8: 1. create one vertexbuffer for your tiles with the same size then you move your tiles with matrix transformations to their positions. or 2. you create each render for each tile a vertexbuffer. So, you don't have to use the matrix transformations. In the tutorial "Using direct3d for tile rendering" (http://www.gamedev.net/reference/articles/article935.asp) they use the second method(they don't use a vertexbuffer because it's in dx7) but then you have to lock your vertexbuffer each time and i read this is bad. thx Freaker13 [edited by - Freaker13 on December 27, 2002 3:22:36 AM] [edited by - Freaker13 on December 27, 2002 3:47:54 AM]

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