Original Post
Hello, I have been experimenting with using D3DLOCK_NOOVERWRITE in an attemp to boost performance. In my DX9 GUI, I allocate twice the number of vertices I want. First frame, I lock the GUIs Dynamic Vertex Buffer with D3DLOCK_NOOVERWRITE, then fill the first half, or at least part of it. Then I render it, next frame I lock the second half with D3DLOCK_NOOVERWRITE, then render that half. There is no performance improvement over using D3DLOCK_DISCARD. Is my methodology flawed? Thanks Simon