Problem with vertex/index buffers for rendering simple 2d quads - solved

Hi,
I'm trying to build my own QuadBatcher class. It's supposed to work by having a dynamic vertexbuffer of size BufferSize * 4 (four vertices per quad) and a static indexbuffer of size BufferSize * 6. The buffer is locked in chunks (BatchSize) and filled, then rendered and off to more filling and so on until the buffer is full - then it's discarded and we start over gain.

My problem is that my quads are only rendered with one triangle each, unless I useCustomVertex.TransformedColoredTextured.StrideSize as starting offset in my initial Lock(). I'm sure I'm doing something wrong here. Can someone help out?

Update: I feel really stupid, I was using the wrong overload of the Device.SetStreamSource - call...I didn't specify the offset as 0 and the correct stridesize.

Before:
_device.SetStreamSource(
0,
_vertices,
CustomVertex.TransformedColoredTextured.StrideSize
);

After:

_device.SetStreamSource(

0,

_vertices,
0,

CustomVertex.TransformedColoredTextured.StrideSize

);

[1402 byte] By [stenis] at [2007-12-24]