Locks a range of vertex data and obtains a pointer to the vertex buffer memory.
HRESULT Lock( UINT OffsetToLock, UINT SizeToLock, VOID ** ppbData, DWORD Flags );
If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.
When working with vertex buffers, you are allowed to make multiple lock calls; however, you must ensure that the number of lock calls match the number of unlock calls. DrawPrimitive calls will not succeed with any outstanding lock count on any currently set vertex buffer.
The D3DLOCK_DISCARD and D3DLOCK_NOOVERWRITE flags are valid only on buffers created with D3DUSAGE_DYNAMIC.
For information about using D3DLOCK_DISCARD or D3DLOCK_NOOVERWRITE with IDirect3DVertexBuffer9::Lock, see Using Dynamic Vertex and Index Buffers.
Header: Declared in D3d9.h.