IDirect3DVertexBuffer9* _vb;then use
_vb->Lock(0, 0, (void**)&v, 0);where v is a pointer to a user defined vertex type. and then is the code to fill in v with vertices data. I don''t understand the relationship between _vb and v. to be precise, why don''t we fill in the vertices data directly to _vb instead of using another piece of memory created at v? we''ve alread set aside memory when creating _vb with the IDirect3DDevice9::CreateVertexBuffer method, didn''t we?