Original Post
I've been trying to figure out why ID3D11DeviceContext::IASetVertexBuffers let's you set an array of vertex buffers. Does anyone know of a scenario where you would use an array of vertex buffers?
The only example I can think of is in non-interleaved data scenarios, but that doesn't really seem like something that should be encouraged through the API. :\
Edit:: Thanks for letting me know about the wrong link. Fixed it now.
The only example I can think of is in non-interleaved data scenarios, but that doesn't really seem like something that should be encouraged through the API. :\
Edit:: Thanks for letting me know about the wrong link. Fixed it now.