If I remember correctly this is a known issue.
I think I got it working by changing the buffer type from HBU_DISCARDABLE to
HBU_DYNAMIC (in OgreSimRenderable.cpp), but performance was a lot slower than
opengl so I never pursued this further.
It might have something to do with how Direct3D buffers are "managed"?
Original issue reported on code.google.com by yaoya...@gmail.com on 15 Jul 2011 at 7:55
Original issue reported on code.google.com by
yaoya...@gmail.com
on 15 Jul 2011 at 7:55