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VertexBuffer with Dynamic Vertexes

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How do I fill a vertex buffer with a dynamic number of vertexes? Here is a nice non-working example:
int Triangles = 2; //dynamic number

int TrianglePoints = Triangles * 3;
VERTEX *sVertices = new VERTEX[TrianglePoints];

//vertex information

for(int i=0; i < TrianglePoints; ++i)
{
	if((i+1)%3 == 0)
	{
		long x = (rand()%10) - 5;
		long y = (rand()%10) - 5;
		long z = (rand()%10) - 5;
		sVertices[i-2].vPosition = D3DXVECTOR3(-1 + x,-1 + y, z);
		sVertices[i-1].vPosition = D3DXVECTOR3(-1 + x, 1 + y, z);
		sVertices[i-0].vPosition = D3DXVECTOR3( 0 + x, 0 + y, z);
	}
}

VOID* pVertices;
g_pD3DDevice->CreateVertexBuffer( TrianglePoints * sizeof(VERTEX), 0, FVF_VERTEX, D3DPOOL_MANAGED, g_pD3DVB_VERTEX, 0);
g_pD3DVB_VERTEX->Lock(0, sizeof(sVertices), &pVertices, 0);
memcpy(pVertices, sVertices, sizeof(sVertices));
g_pD3DVB_VERTEX->Unlock();

SafeDeleteArray(sVertices);
Anyone?

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g_pD3DVB_VERTEX->Lock(0, sizeof(sVertices), &pVertices, 0);
memcpy(pVertices, sVertices, sizeof(sVertices));

sVertices is a dynamic array/pointer. I believe the use of the sizeof operator will give you 4 (the actuall size of the pointer). This is contrary to the sizeof operator use on a satic array in which case it gives the actaull size of the array.

So what you should try is.

g_pD3DVB_VERTEX->Lock(0, TrianglePoints * sizeof(VERTEX), &pVertices, 0);
memcpy(pVertices, sVertices, TrianglePoints * sizeof(VERTEX));

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