void RageDisplay_D3D::DrawQuadStripInternal( const RageSpriteVertex v[], int iNumVerts )
{
	// there isn't a quad strip primitive in D3D, so we have to fake it with indexed triangles
	int iNumQuads = (iNumVerts-2)/2;
	int iNumTriangles = iNumQuads*2;
	int iNumIndices = iNumTriangles*3;

	// make a temporary index buffer
	static vector<uint16_t> vIndices;
	unsigned uOldSize = vIndices.size();
	unsigned uNewSize = max(uOldSize,(unsigned)iNumIndices);
	vIndices.resize( uNewSize );
	for( uint16_t i=(uint16_t)uOldSize/6; i<(uint16_t)iNumQuads; i++ )
	{
		vIndices[i*6+0] = i*2+0;
		vIndices[i*6+1] = i*2+1;
		vIndices[i*6+2] = i*2+2;
		vIndices[i*6+3] = i*2+1;
		vIndices[i*6+4] = i*2+2;
		vIndices[i*6+5] = i*2+3;
	}

	g_pd3dDevice->SetVertexShader( D3DFVF_RageSpriteVertex );
	SendCurrentMatrices();
	g_pd3dDevice->DrawIndexedPrimitiveUP(
		D3DPT_TRIANGLELIST, // PrimitiveType
		0, // MinIndex
		iNumVerts, // NumVertices
		iNumTriangles, // PrimitiveCount,
		&vIndices[0], // pIndexData,
		D3DFMT_INDEX16, // IndexDataFormat,
		v, // pVertexStreamZeroData,
		sizeof(RageSpriteVertex) // VertexStreamZeroStride
	);
}
	void Draw( int iMeshIndex ) const
	{
		const MeshInfo& meshInfo = m_vMeshInfo[iMeshIndex];

		g_pd3dDevice->SetVertexShader( D3DFVF_RageModelVertex );
		g_pd3dDevice->DrawIndexedPrimitiveUP(
			D3DPT_TRIANGLELIST,			// PrimitiveType
			meshInfo.iVertexStart,		// MinIndex
			meshInfo.iVertexCount,		// NumVertices
			meshInfo.iTriangleCount,	// PrimitiveCount,
			&m_vTriangles[0]+meshInfo.iTriangleStart,// pIndexData,
			D3DFMT_INDEX16,				// IndexDataFormat,
			&m_vVertex[0],				// pVertexStreamZeroData,
			sizeof(m_vVertex[0])		// VertexStreamZeroStride
		);
	}