   ehm...  performance about VB handler..
  Hi folks...I''ve read severals topic about VB and VI, and now I know that if I must render many squares ( each with 2 triangles of course ) I can:-use a dynamic VB, and remake it every frame..-Use DrawIndexPrimitive one time if nothing changes or use DrawIndexPrimitive many times ( one for each quad ) changing (if necessary) position, scale, texture..is it good?this is the only solution that give me max freedom... but it''s very expensive..You use this method?for exemple for decals... billboards ... particles...My question is born because I''ve see some OGL tutorials, but in OGL VB and/or VI is not necessary for render a geometry... P.S I assume that quads can change themself every frame, and that I can add/drop quads in each moment, or that texture change between differents quads.. 