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Best practise : Vertex Buffers in Multiple windows

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I need to display a similar set of geometry (consisting of tens of thousands of objects each with dozens of polygons) in multiple windows.

I've done this using swap chains which works OK, but because the geometry objects need to have different colors in each windows, I've had to create duplicate vertex arrays and buffers (transformed vertexes, normals and colors) for each window, which chews up lots of memory and needs some management.

Is there any way to utilize the same vertex arrays or buffers, but individually color the vertexes for each window? Or am I stuck with creating and managing multiple vertex arrays and buffers for each window?

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Just send some value to shader. If you use FFP then set DIFFUSE color or some other.

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