   Small Optimization question
  I have a static vertex buffer of say 1000 vertices. I am pumping this vertex buffer through the pipeline every frame. There is also an index buffer which is perfectly implemented and there is NO multiple transformations of vertices. If I updated my index buffer every frame to make it cull out the vertices that were behind me (not in the view frustum), would i get a performance increase?Before anyone says yes, remember that you are still pumping the same number of vertices through the pipeline. Also directX does culling of triangles automatically to a small extent.Still, would there be a performance increase?  
  Why not try it and see?  These sorts of questions are very application-specific, and no one can answer your question better than you can yourself.    codeka.com - Just click it.  