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AARRRRRRGGGG! Direct3D is driving me crazy!

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STUPID vertex buffers! Can anyone please tell me how to apply transformations to INDIVIDUAL sections of a IDirect3DVertexBuffer8. I''m finally convinced that I have to use as few vbuffers as possible for performance. Now how do I apply transforms to parts of it? g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld); just transforms the whole damn thing. Ugh!

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