Original Post
I'm writing some directX8 code to draw 2D sprites to the screen. Basically, I've got a vertex buffer with a quad in it, and by using translation, I draw it in various places, with different textures. Because it's the same quad, I can keep the vertex buffer locked, and gain some efficiency. I have a problem, though, when it comes to the texture. Obviously, the texture uv coordinates need to change so that I can draw different sprites. However, as far as I can tell, the only way I can change the uv coordinates is to lock, change, and unlock the buffer, which means a performance hit. Is there any better way of quickly changing the uv parameters used to draw the quad?