   vertex buffers - unequal number of elements
  What will happen if you make a draw call with vertex buffers bound which have an unequal number of elements?Obviously, I should try it myself, but my engine is undergoing some changes and isn't compilable right now.Just wondering if a check is necesarry as I redo my mesh classes.   
  Doesn't matter, you specify the amount of vertices only once, in the draw call.   ;Quote:Original post by harveypekarDoesn't matter, you specify the amount of vertices only once, in the draw call.Are you sure you understand the question? Maybe I didn't word it right.I mean uneven number of input data:If I have a vertex buffer that has 3 positions.I have a vertex buffer that has 2 normals.I bind these buffers.I set primitive to triangle list.I call draw.What's the shader gonna do for the 3rd normal?I'd expect a crash. I am just wondering if DirectX has some error mechanism for this.   