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Vertex shading without buffering?

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Syrillix is right.
They are very slow methods. Organise your code a little bit and you will find adding the buffered methods a simple task. I think they transfer the data to an internal buffer and call DrawPrimitive/DrawIndexedPrimitive on it, so eliminating this stage each frame would be a very good idea.

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I know the importance of storing geometry inside AGP memory, I just want to know if this is possible cos I''m testing some algorithms so there''s no need for vertex buffer for a while (while I''m just testing and so prefer the simplest techniques).
So... is it possible?

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you could just try it the hard way?
but since the UP calls create an internal VB/IB and call DrawPrimitive()/DrawIndexedPrimitive() then i see no reason why you couldnt you shaders with them.
however, your shader declaration i would assume would be limited to a single stream source, not a huge problem in most cases.

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