Original Post
I’m doing some hardware instancing and the data that constitute the auxiliary stream is already in GPU memory. For the moment I solve this by first rendering the wanted data to textures, sending it to system memory, creating the auxiliary stream and sending it back to GPU memory again. I was thinking that there might be some better method. I have looked at the IDirect3DDevice9::ProcessVertices method but as I can understand, it only operates in software? I also found R2VB but it only works on ATI cards, right (I got nVidia)? In DX10 this would have been a simple task but I’m using DX9. So is there any hacks, can I render to vertex buffer in DX9 with nVidia cards? I have had small thoughts about using textures as stream sources? I was thinking there might be some way since a D3DFMT_A32B32G32R32F texture and a D3DXVECTOR4 stream has the same structure of there data. Is there some dirty trick, or has MS put a lock on these kinds of operations? Thanks