virtual void draw(ID3D11DeviceContext* ctx, ID3D11RenderTargetView* rtv, unsigned width, unsigned height, double time) { D3D11_VIEWPORT vp; memset(&vp, 0, sizeof(vp)); vp.Width = (float)width; vp.Height = (float)height; vp.MaxDepth = 1.0f; ctx->OMSetRenderTargets(1, &rtv, 0); ctx->RSSetViewports(1, &vp); ctx->VSSetShader(vs, NULL, 0); ctx->PSSetShader(ps, NULL, 0); ctx->PSSetShaderResources(0, 2, srv); ctx->PSSetSamplers(0, 2, samp); quad->bind_and_draw(ctx); }