I've created a ID3D11RenderTargetView
by specifying the ID3D11Texture2D*
of back buffer 0 in the swap chain. But I'm unclear on what happens after _pSwapChain->Present(0, 0)
is called.
Presumably what the ID3D11RenderTargetView
had been pointing to is now the front buffer. Does Present somehow change the ID3D11RenderTargetView
object to point to the new back buffer or does the application have to keep requesting the new 0 back buffer from the swap chain? I haven't found an explanation of exactly how the ID3D11RenderTargetView
is supposed to always point to the new back buffer. I'm also unclear on how many buffers make sense to be in the swap chain.