@Rone,
I am doing sme reading of SDK while drinking the morning Joe.
Now this is interesting since the documentation is somewhat ambiguous as it says use that WRITE_ONLY Flag or possibly suffer performance hit.
try changing the D3D_USAGE_WRITEONLY to 0.
Other thing and here I am guessing but your using a static VB not a Dynamic buffer like I use in the Max2d implmentation.
Are you changing the object while running or is this simple test like with a cube?
Doug
I am doing sme reading of SDK while drinking the morning Joe.
When a vertex buffer is created, CreateVertexBuffer uses the usage parameter to decide whether to process vertices in hardware or software. If CreateDevice uses D3DCREATE_HARDWARE_VERTEXPROCESSING, CreateVertexBuffer must use 0. If CreateDevice uses D3DCREATE_SOFTWARE_VERTEXPROCESSING, CreateVertexBuffer must use either 0 or D3DUSAGE_SOFTWAREPROCESSING. For either value, vertices will be processed in software. If CreateDevice uses D3DCREATE_MIXED_VERTEXPROCESSING, CreateVertexBuffer can use either 0 or D3DUSAGE_SOFTWAREPROCESSING
Now this is interesting since the documentation is somewhat ambiguous as it says use that WRITE_ONLY Flag or possibly suffer performance hit.
try changing the D3D_USAGE_WRITEONLY to 0.
Other thing and here I am guessing but your using a static VB not a Dynamic buffer like I use in the Max2d implmentation.
Are you changing the object while running or is this simple test like with a cube?
Doug