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About the vertex buffer 2

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Is it a good idea to lock down the buffer, hand it new data, then unlock it multiple times to give it new information during run time? Is this the way it was designed to work?

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Locking a vertex or index buffer is an extremely costly operation (just about as costly as you can get with D3D). Therefore, you should avoid locking buffers at runtime.

However, sometimes it's neccesary. When you must lock a buffer, make sure you follow the performance optimizations outlined here.

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