Original Post
Hi, i am trying to play with d3d10 over the last few days (actually porting my engine from ogl 2.1 to d3d10). I have to say, i am a bit confused with how i should make use of the buffers. So far, I was creating two large buffers, one for static objects and one for dynamic who i was filling with data. Is this the approach i should use for d3d10 too (i also need a few more for constant buffer data)? Most of the samples i have seen on dx10 sdk create a buffer for each individual mesh and d3d10 allows 16 buffers to run simultaneously. Is it better to have two big buffers or many smaller ones? Secondly, I cannot initialize the buffer with data. Which is the faster method? Should I use Map? I assume the SubResource functions are mostly for texture data. Thanks.