Original Post
Hello, I'm having a problem with my first D3D app. Before I get to the actualy problem, I have a design question: should each game object have its own vertex buffer, or should I use one large buffer and have each object write into its own portion of the buffer? Right now, I have it set up so that each object has its own vertex buffer, but the problem is, my CreateVerexBuffer() call is failing: is always returning false, where g_Renderer is a global pointer to my renderer, getDevice returns the renderers LPDIRECT3DDEVICE9, and sVerts is my struct of vertex data (and I know my FVF is configured correctly). Thanks.
if (FAILED(g_Renderer->getDevice()->CreateVertexBuffer(sizeof(sVerts),
0, D3DFVF_VERTEX, D3DPOOL_DEFAULT, &pVertBuffer, NULL)))
{
return false;
}