The ref count of this vertex buffer will be one. To remove it use DecRef(). The priority number can be anything. Higher numbers mean the vertex buffer is more important. A high priority vertex buffer should be used for objects that are visible often. Low priority vertex buffers should be used for objects that are rarely visible.
Only when the vertex buffer is locked are you allowed to make calls to iGraphics3D functions that actually use the vertex buffer. While the buffer is locked the arrays that are given here may not be modified or altered in any way! The buf_number indicates if the buffer has modified or not. You MUST call UnlockBuffer() when you are ready with the buffer. Deleting a vertex buffer with DecRef() automatically implies an UnlockBuffer().
This function will return false if the buffer could not be locked for some reason. This may happen if too many buffers are locked at the same time or if memory is low.
The documentation for this struct was generated from the following file: