   mechanism?
  I'm creating a simple 3d game to learn directx.I'have a simple question.In my game object class contains a render function and this function is called once in each circle.DrawSubset function is called in this function(Object::Render).Is it the true approach for rendering objetcs?Under this condition is the Vertex Buffer created for once or is it created in each circle and how Vertex buffer be organized by  directx?Or what is the correct mechanism?Thanks!   
  There are different ways to approach rendering, so i'll answer your second question.When you call DrawSubset, the VBs and IBs for the mesh are not recreated.The IB and VB gets generated and filled with information when you call D3DXCreateMesh().So just as long as you don't call D3DXCreateMesh in the loop, it should be fine :DI hope this helps.Take are.   