Snoob, on 06 January 2013 - 06:38 PM, said:
I pass first 6 Vertices, at 2nd also six (changed texture) and finally 12 Vertices using same texture as data from first pass. The issue occurs rendering the final content. Each pass has zero offset. I thought the discard flag ensures that the content of the buffer is discard completely.
You're right of course... Discard flag will drop the complete buffer. Sorry for the confusion.
I've got a feeling this thread contains your answer (JeffFs answer in particular):
http://www.gamedev.n...fer9lockmethod/



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