   DirectX Vertex Storage
  Hi,This is probably a very elementary noobish question, but I've been having trouble with it.I'm making a game in DirectX and C++ and my question is this:Must all vertices be stored in video memory? I've successfully learned how to create a vertex buffer in video memory and render it, but I know that changing values in video memory takes more time than changing values in RAM (ie data on the stack or heap).My problem is that I've tried (and failed) to store vertices that change often in a local buffer, while rendering static things such as background from video memory.If code is needed, I can post some, but I'd prefer if someone had an answer to my question / has a suggestion of how to go about it. Thanks so much.-Mike   
  Nope, you can easily save verticies in system memory. If you are creating the objects, you can save them in system memory using on of the options enums, D3DXMESH_SYSTEMMEM, this will only work if you are saving it as a .x file for drawing later as far I know.   ;  If you want to modify the data on the buffer often (including several times per frame), you can use dynamic buffers instead, which tell DirectX to optimize for locking/unlocking.Read more about it here, and if you need more help, just ask:http://msdn.microsoft.com/en-us/library/bb147263(VS.85).aspx#Using_Dynamic_Vertex_and_Index_Buffers;  Got it working, that article really helped. Thanks so much.   