Re worded this as a friend pointed out that is seemed I was being cranky, and that really was not my intention
In my engine, I have a base class to render my geometry, this is used for models from the pipeline as well as primitives I can create at runtime, this way I have a single place for rendering geometry and so the behavior is consistent throughout.
To render my primitives, cube, sphere, cylinder, quad, plane, capsule, I create a Model in code and fill it with Model Mesh and ModelMeshParts, so it then appears just like an imported Model from the content pipeline. Now, in 3.8 it appears that going forward, I may not be able to do that any longer as can be seen here:
If this is indeed restricted in later versions, how else would I dynamically generate a Model at runtime?
I know I can create vertex and index buffers and render that way, but as I say, I don’t want to branch that functionality if I can help it. If I had access to the vertex buffer from the imported Model, then I may be able to do it the other way and put Model data into a vertex and index buffer and keep consistency that way, but, I think the last time I looked, this was not available (due to how XNA was structured).
So, with that in mind, do you have any suggestions on how I could keep rendering continuity and not have multiple methods of rendering geometry? If you could open up the vertex buffers that are in the ModelMeshPart so that I could get the type of the buffer it contains, that would help as I could then move away from using this. I think I even looked at writing a pipeline tool that would get me the Models buffer type, but again, that is not accessible (again due to XNA’s structure).
Anyway, your suggestions and advice are, as ever welcome.