   mesh submesh e dx10
  Hy.I'm try to adapt a collada importer for dx9 in dx10.My first problem is the submeshes :my importer load all the group of the mesh with different material in submeshes with the use of attribute table, but i'm not understand how do with directx 10.with directx9 i use device->drawsubset(n) , but in dx10 is a little more complicated ,what is the best approach for do this?in particular , i have these attributes:   vector<Vertex> m_VertexBuffer;    vector<int> m_IndexBuffer;   vector<NORMAL*> vNormals;   vector<TEXCOORD*>vUV;   vector<TANGENT*>vTangent;   vector<BINORMAL*>vBinormal;How i locate ?in the mesh or in the submesh?and ..if i have a lot of meshes is correct to switch runtime the vertexbuffer,color indexbuffer and resources of the shader and then draw?or there is a method more fast?Thanks.[Edited by - giugio on May 1, 2009 4:23:26 PM]