Original Post
I am currently learning the Direct3D api, and I will admit I am not an expert. I have been reading on techniques for efficient vertex buffer management and seem to come across the same idea which is to batch all of my data to one buffer then render as much as I can from that buffer to minimize DrawPrimitive calls and vertex buffer state changes... I can manage the vertex buffers to minimize buffer changes, but how do I go about rendering objects with the same vertex buffer but with different translations, textures, and/or index buffers using a minimum number of DrawPrimitive calls? Also, does anyone know a good resource on using multiple stream sources to render objects? [Edited by - dagbud on November 8, 2004 1:11:15 PM]