Advertisement Jump to content
Sign in to follow this  

Vertex buffer managment

This topic is 3643 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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?

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!