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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Stalls part two: beware of SetData</title><link>http://blogs.msdn.com/shawnhar/archive/2008/04/15/stalls-part-two-beware-of-setdata.aspx</link><description>ajmiles got it in one . This harmless looking code: vertexBuffer.SetData(particlePositions); graphicsDevice.VertexBuffer = vertexBuffer; graphicsDevice.DrawPrimitives(...); will cause a pipeline stall if the CPU reaches the SetData call for frame #2 before</description><dc:language>en</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>re: Stalls part two: beware of SetData</title><link>http://blogs.msdn.com/shawnhar/archive/2008/04/15/stalls-part-two-beware-of-setdata.aspx#8398232</link><pubDate>Wed, 16 Apr 2008 00:12:30 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8398232</guid><dc:creator>JoelMartinez</dc:creator><description>&lt;p&gt;&amp;quot;Good for dynamic texture scenarios such as video playback.&amp;quot;&lt;/p&gt;
&lt;p&gt;eeeenteresting&lt;/p&gt;
</description></item><item><title>re: Stalls part two: beware of SetData</title><link>http://blogs.msdn.com/shawnhar/archive/2008/04/15/stalls-part-two-beware-of-setdata.aspx#8417264</link><pubDate>Wed, 23 Apr 2008 00:23:31 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8417264</guid><dc:creator>bpevangelista</dc:creator><description>&lt;p&gt;Hi Shawn,&lt;/p&gt;
&lt;p&gt;I've a question. When you use he SetData method in the VertexBuffer class, the vertex buffer is locked, the data is sent to the video card and then it is unlocked, right ??&lt;/p&gt;
&lt;p&gt;When you lock the vertex buffer you get an address to the buffer. Is this address a virtual address that allow you to direct access the video memory? Or the data is only updated when you call unlock ?&lt;/p&gt;
&lt;p&gt;Thanks!&lt;/p&gt;
</description></item><item><title>re: Stalls part two: beware of SetData</title><link>http://blogs.msdn.com/shawnhar/archive/2008/04/15/stalls-part-two-beware-of-setdata.aspx#8417272</link><pubDate>Wed, 23 Apr 2008 00:29:09 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8417272</guid><dc:creator>ShawnHargreaves</dc:creator><description>&lt;p&gt;bpevangelista: in the native DirectX API, it depends: this can work either way depending on the driver and what usage flags you specify.&lt;/p&gt;
&lt;p&gt;In the XNA Framework, there is no such thing as lock and unlock, just SetData.&lt;/p&gt;
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