Plain 2D rendering in D3D11, without the distracting feature set of a complete sprite renderer and allowing arbitrarily placed triangle vertices with absolute pixel coordinate positioning (there's really no need for the sometimes confusing complication of a full-on projection matrix pipeline for UI and 2D games). Like the original Minimal D3D11, this one uses a canonical 1:1 TRIANGLELIST vertex buffer with input layout, so no fancy manual custom buffer fetching and in-shader in
Minimal D3D11 reference implementation: An uncluttered Direct3D 11 setup + basic rendering primer and API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion that should be easy to follow from the code alone. ~200 LOC. No modern C++, OOP or (other) obscuring cruft. View on YouTube

