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By Jack Hoxley This short article gives a brief overview of how a simple, yet typical, vertex buffer creation process differs between Direct3D 9 and Direct3D 10. The aim is to show some simple examples of how the API has changed and what these changes mean to you. A vertex buffer, as you are probably aware, contains the raw geometric data (a 1D array of vertices) that builds up a scene.
As a journalist, you can create a free Muck Rack account to customize your profile, list your contact preferences, and upload a portfolio of your best work.