   vertex buffer - starting index
  I wonder why when we render in DX10 we must specify offsets into the vertex buffer at two differant places?Once when we bind the vertex buffers:Quote:ID3D10Device::IASetVertexBuffersBind an array of vertex buffers to the input-assembler stage.void IASetVertexBuffers(  UINT StartSlot,  UINT NumBuffers,  ID3D10Buffer *const *ppVertexBuffers,  const UINT *pStrides,  const UINT *pOffsets);ParametersStartSlot [in] The first input slot for binding. The first vertex buffer is explicitly bound to the start slot; this causes each additional vertex buffer in the array to be implicitly bound to each subsequent input slot. There are 16 input slots. NumBuffers [in] The number of vertex buffers in the array. The number of buffers (plus the starting slot) cannot exceed the total number of IA-stage input slots. ppVertexBuffers [in] A pointer to an array of vertex buffers (see ID3D10Buffer). The vertex buffers must have been created with the D3D10_BIND_VERTEX_BUFFER flag. pStrides [in] Pointer to an array of stride values; one stride value for each buffer in the vertex-buffer array. Each stride is the size (in bytes) of the elements that are to be used from that vertex buffer. pOffsets [in] Pointer to an array of offset values; one offset value for each buffer in the vertex-buffer array. Each offset is the number of bytes between the first element of a vertex buffer and the first element that will be used.and once when we drawQuote:ID3D10Device::DrawDraw non-indexed, non-instanced primitives.void Draw(  UINT VertexCount,  UINT StartVertexLocation);ParametersVertexCount [in] Number of vertices to draw. StartVertexLocation [in] Index of the first vertex, which is usually an offset in a vertex buffer; it could also be used as the first vertex id generated for a shader parameter marked with the SV_TargetId system-value semantic.I actually loaded my vertex buffer with 16 quads of an 1 image animation, and am wondering. I haven't rendered any except the first frame so far.   
  Try setting the 'binding' index to 1, then set the draw index to 1 and see which of your vertices are used.  IIRC it should actually be vertex #2 (starting from 0 of course).  Give it a try and let us know your results...   ;  For more control. They both do the same thing, and the actual offset used is the sum of the two.You could have a model manager which has a vertex buffer with 10 models in it. When you use that, you might be better to use the offset when you bind the buffer.Alternatively, the model itself might have sub-models in the vertex buffer, and you can start rendering one of them without rebinding the buffer by changing the start offset to DrawPrimitive.   