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Vertex buffer managment

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Hello. I've started to use Direct3D 10. I created a class called triangle. The plan is that I in my renderer will have a function DrawTrinagle, wich take my Trinagle as in parameter. I checked out the tutorial sample for D3D 10, the one about rendering a triangle. And if you only wan't to render one triangle the sample is fine. But let's say I would like to render some tringle for debug purpose. I don't wan't to create a new vertex buffer for each triangle, that just seems stupid. How do I do this the smartes way? Should I have one "debug" buffer wich I Will change every time I want to render a tringle?

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