Original Post
Hi, guys. I have a vertex buffer representing a mesh-object. This buffer contain usual vertex component (position, normal, texcoord, ...) and render it using a generic shader (I use dx9). Now i want to render the same object to a render target texture i.e. for shadow mapping or environment mapping (also by shaders), that obviously use different vertex-components. My questions is : what is the fast (or best) way to manage vertex beffer data for this situations? I mean, i should use variuos stream-source as dx9 suggest, or is better duplicate vertex-buffer using different vertex-component? O maybe are there any other best technique? [Edited by - MIKI_hack on November 24, 2004 8:17:48 AM]