I have a mesh which changes each frame. The change is not large, but there is generally always some change.
The previous implementation used drawUserPrimitive and was quite slow. The mesh has a lot of shared vertices, so i was considering using a vertexbuffer and drawing indexed triangles.
The question is now how to do this fastest.
Is it very costly to lock the vertexbuffer each frame, alter som vertices and unlock
If I sometimes have 4096 vertices and some times have 10, then the buffer needs to be created with the capasity of the largest number, but what when it is almost empty I can not delete a vertex, so it will really just be unreferenced by the index array, but will all vertices still be transformed each frame, even though no triangles use them

Changing mesh in vertexbuffer?
JunJie1800
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That was good to know. I assume that there exists a signal somewhere for each vertex, so once a vertex is transformed it will not be transformed again, when later another primitive uses it as well
benney