Does anyone have an idea why the vertex buffer would overrun? Thanks Jack
// load vertex into m_verts
LPDIRECT3DVERTEXBUFFER9 pVBuf;
if (SUCCEEDED(m_pMesh->GetVertexBuffer(&pVBuf))) {
CUSTOMVERTEX *pVert;
if (SUCCEEDED(pVBuf->Lock(0, 0, (LPVOID *)&pVert, D3DLOCK_DISCARD))) {
DWORD numVerts = m_pMesh->GetNumVertices();
for (int i = 0; i<numVerts; i++) {
float x = pVert[i].x;
float y = pVert[i].y;
float z = pVert[i].z;
pVert++;
addVertex(x, y, z, vcap);
}
pVBuf->Unlock();
}
pVBuf->Release();
}