CHAPTER 5 ■ GETTING THE MOST OUT OF VERTICES
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• SetDataOptions.None: This option gives you full control over which parts of the
VertexBuffer to overwrite. However, as explained previously, this can come at a per-
formance penalty. If the graphics card is rendering from the previous contents of the
VertexBuffer at the time you issue your SetData command, your graphics card has to
stall its drawing operation until all the slow copying has been finished!
• SetDataOptions.Discard: Using this option, you indicate you don’t need the previous
contents of the VertexBuffer anymore. The data you write using this option will be
stored in a new spot in video RAM. Although this is happening, the graphics card can
happily continue to render from ...