Vertex Buffers provide the basic means for drawing all shapes in Direct 3D 9. Once you figure out how to set them up and use them, they can be a powerful tool to make any and all kinds of shapes.
Attributes of Vertices: (Note, the plural of vertex is vertices, not vertexes)
Transformed - this means that the vertex is going to appear in display coordinates (if you specify X,Y coordinates of 0,0, the vertex will be at the upper left corner of the display.
Position - this means that the vertex is going to appear at a certain point in the 3D display environment. More on 3D display environment when we actually start making 3D drawings.
Colored - this means that the vertex will emit a color. You can tell the vertex that it will be a red vertex and that vertex of whatever shape it is in will appear red. The colors of the other vertices that make up the shape will also be colored with their own colors as well. The colors of the shape in between vertices is an interpolation from one side of the shape to the other.
Textured - this means that the vertex will hold some part of a texture. There will be two more coordinates which specify the coordinates of the texture that this vertex will match with.
Normal - this means that the vertex will have a normal - when you're making solid shapes, the normal will eseentially tell you which direction is face of the shape facing.
Of course, a VertexBuffer holds a bunch of these vertices.
        'Next, our vertex buffer.
        'I don't use overload #1 or #3 because I don't know how big a TransformedColored vertex is.
        VxB = New VertexBuffer(GetType(CustomVertex.TransformedColored), 5, D9, Usage.WriteOnly, CustomVertex.TransformedColored.Format, Pool.Managed)
        'That is a LOT of non-trivial parameters.
For the new versions of D3D9, the above is using overload #3 and the line above would say that I don't use overload #1 or #2. The 5 represents the number of vertices we are going to have.
        'After that workout, we now have to actually set the vertices.
        'We do this by locking the surface out of D9 while we "operate" on it.
        Dim A As Array = VxB.Lock(0, LockFlags.None)
        'It returns a vanilla array...
        Vertices = DirectCast(A, CustomVertex.TransformedColored())
        'So we have to convert it to an array of TransformedColored vertices.
Before we can store any vertices, we must make an array of vertices to initially store the vertices that we create. When we lock the VertexBuffer, we only get a plain array object which needs to be converted into an array of the appropriate type of vertices (TransformedColored). Take a peek at the comments in the last segment on how we can set up arrangements of vertices. We are using the TriangleFan approach.
        'Note that it will return an array of 3 because that's how many we specified in the vertex buffer constructor.
        Vertices(0) = New CustomVertex.TransformedColored(200.0F, 150.0F, 0.0F, 1.0F, &HC0C0C0) 'X,Y,Z,RHW, and color.
        'X and Y are self-explanatory at the moment: they are the coordinates of the vertex on the form.
        'I just set Z to 0.
        'RHW: Regularly Holds (W)one... yeah, it really stands for "Reciprocal of Homogenous W"... what's W?
        'A coefficient in some mathematical operation, probably.
        'Color is in the &HRRGGBB format: the first two hex digits control the blue in the color, 3 and 4 control the green, and
        '5 and 6 control the red.  Of course, you can always use Color.ToArgb() to get a color.
        'I figure I can do all of this inline since I'm just setting values for the vertices.

        Vertices(1).X = 200.0F : Vertices(1).Y = 250.0F : Vertices(1).Rhw = 1.0F : Vertices(1).Color = &HFF
        Vertices(2).X = 100.0F : Vertices(2).Y = 150.0F : Vertices(2).Rhw = 1.0F : Vertices(2).Color = &HFFFF00
        'Now, you can't just place vertices anywhere: you have to place them clockwise.
        'Specifically, you have to place them so that their 'normal vector' or the 'face' points into the screen.
        'The normal vector is a vector that lies perpendicular to the object.  Since our triangle (and all triangles)
        'is a 2D object, the normal can be on one side or the other.  In order to determine which side is the 'face' or the
        'normal', we use the right hand rule.  Put your right wrist at the first vertex of the triangle.  Place the tips of the
        'four big fingers of your right hand (I hope you have four) at the second vertex (or at least, in its direction).  
        'Now, see if you can, while closing the open palm of your right hand into a fist, point those four fingers to the
        'direction of the third vertex.  If you can do this, then the direction of your thumb indicates the normal.
        'In this case, if you could do this, then you didn't draw your triangle correctly: try switching the last two vertices.
        'If the last vertex is on the knuckle side of your hand, you need to flip your hand over to get the thumb to point in the
        'direction of the normal vector... but save your wrist: this just means the normal vector is in the opposite direction
        'of your thumb... and in this case, if your thumb is on top and the last point is on your knuckle side, then your points
        'are drawn correctly.  If you have decent visualization of 3D, then you only need to figure out which side you have to
        'be on the triangle for the points to appear clockwise - in this case, the direction that you are looking is the direction
        'of the normal vector.
        Vertices(3) = New CustomVertex.TransformedColored(200.0F, 50.0F, 0.0F, 1.0F, &HFF0000)
        Vertices(4) = New CustomVertex.TransformedColored(300.0F, 150.0F, 0.0F, 1.0F, &HFF00)
And when you have all of the vertices in the vertex array, just unlock the vertexbuffer - the vertexbuffer already has a reference to the array of vertices that you've just filled.
        'It's important to unlock the vertex buffer, so that D9 can see what we put in there.
And of course, we must draw our picture that we made by drawing between .BeginScene and .EndScene.
            'So, we'd be drawing here.
            'To draw a vertex buffer, we set the device to receive from a vertex stream.
            'The data is ready to stream out of the vertex buffer into the device and the device should draw it onto the screen.
            D9.SetStreamSource(0, VxB, 0)
            'StreamNumber is usually zero while we only have one vertex buffer that streams vertex data.
            'Of course, we also have to tell it which vertex buffer to get vertex data from.
            'Offset as 0 just tells the device how many vertices to skip before drawing.

            D9.VertexFormat = CustomVertex.TransformedColored.Format
            'We also need to tell the device what kind of vertices to draw.
            'We have not told the device which vertices these are (that was the vertex buffer).
            'This could actually come out of the loop, but there will usually be many different types of vertex types
            'set within this loop.

            D9.DrawPrimitives(PrimitiveType.TriangleFan, 0, 3)
            'This tells how to connect the vertices.
            'LineList just means that every pair of vertices are the endpoints of a line (segment)
            'LineStrip draws a line for the first two points, and from then on, the last vertex is the first vertex 
            'of the next line: so the 2nd vertex would serve as the end of the first segment and the
            'beginning of the next: vertex #3 is the end of the second segment.
            'PointList: a list of vertices, of course.
            'TriangleList - every triad of vertices forms a triangle.
            'TriangleStrip - like LineStrip: the last two vertices work as the first two vertices for the next
            'TriangleFan - the first vertex serves as the first vertex for all triangles drawn like this.
            'Afterwards, the last vertex drawn becomes the second vertex for the next triangle (from then on, only one
            'vertex is required to make the next triangle).

            'PrimitiveType              P (rimitive Count) related to N (umber of vertices)
            'LineList                   N = 2P              P = N\2
            'LineStrip                  N = P + 1           P = N - 1
            'PointList                  N = P               P = N
            'TriangleList               N = 3P              P = N\3
            'TriangleStrip              N = P + 2           P = N - 2
            'TriangleFan                N = P + 2           P = N - 2

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