   Help with Cloth rendering
  Im trying to simulate cloth using Directx, but am having some trouble with the index buffers. Im following the technique used in the Nvidea SDK. Firstly I create a vertex buffer of point positions, layed out evenly like a grid, but without the lines. I then create a number of index buffers that form spring constraints between the points. There is more than one index buffer here so springs being computed with are independant. The first pass is to apply gravity to the vertex buffer with a second buffer being used as stream out. Then I flip the buffers and in a loop perform the spring constaint calculations, again flipping the buffers between calls.My problem here is that the stream out buffer is continuously being reorganised with the different index buffers for independant springs. So each iteration of the loop works on an out of order buffer.What can i do here?   
  Any ideas? Id really appreciate some help with this   