I don't know what i'm doing, but all I want to do is set up a long (4-8 buffer) swapchain and set the bits of the back buffer that is about to be displayed. Or, I want to allocate 4-8 RenderTargets, and on each frame, copy the bits from system memory to the RenderTarget, then somehow, get that RenderTarget to display on the screen. I realize a RenderTarget is normally used to draw to as a pre-step then use it as a texture in a successive step.
Whatever the case, i want to blast system memory bits into "something that is about to be displayed next" and have D3D drawing one thing while I'm blasting bits to the next thing. I don't know why I should have to use the triangle rasterizer with so simple a task. I've never seen or heard about anybody doing this, but it seems it should be so dead simple!
thanks in advance...
Edited by zipwax, 07 June 2012 - 07:44 AM.