I'm using SharpDX.Toolkit with three buffers: two vertex and one index buffer. The first vertex buffer is bound to slot 0 for per-vertex data with following data: static VertexPosition vertexData = ...
I have a project that I'm doing in Managed DirectX (DX9) where I want to render lots of grass. My current method (many draw calls) is slow, but I've heard Geometry Instancing can fix that. I know ...
If I have two Vertex Arrays, one for Square, and one for Triangle; what is the best way to bind them to the VertexBuffer? What are the patterns used to write multiple vertices to the VertexBuffer? ...