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Render (draw) the graphics to the swap chain.Update the graphics data to display each frame.
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Create texture resources and resource views.Define vertex buffers to hold your object vertex data, and corresponding index buffers to enable the vertex shader to walk the triangles correctly.Define constant buffers to store your uniform data.The graphics pipeline is defined by the 3D scene renderer class. This topic focuses specifically on the 3D scene renderer. This example covers two C++ classes for graphics: a device resource manager class, and 3D scene renderer class. As you read the info here, note the limitations of the given example where you may have to extend it to support the scene you want to render. It demonstrates approximately the smallest set of resources necessary for display. This example creates and configures a minimal graphics pipeline suitable for displaying a simple spinning, vertex-shaded cube. On the other hand, you'll call ID3D11DeviceContext every time you process a frame for display.
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You usually call ID3D11Device methods infrequently-that is, only when you set up a scene or when the device changes. Typically, you use an instance of ID3D11Device to configure and obtain the GPU resources you need to start processing the graphics in a scene, and you use ID3D11DeviceContext to process those resources at each appropriate shader stage in the graphics pipeline. You'll recall that there are two Direct3D interfaces that define the graphics pipeline: ID3D11Device, which provides a virtual representation of the GPU and its resources and ID3D11DeviceContext, which represents the graphics processing for the pipeline.
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Now, you learn how to build the graphics pipeline, and where you can hook into it. Previously, you looked at how to create a window you can use for drawing in Work with DirectX device resources.
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