I was wondering if a depth/stencil buffer is required for Direct3D11 to function correctly - it seems pretty integrated into the pipeline. I will be developing a personal 2D game engine soon and I really have no use for a depth/stencil buffer. I will be using the painters algorithm and multiple render targets to draw everything well enough.
I made a quick test and noticed Direct3D11 seems to run alright without a depth/stencil buffer. Other than not setting up a depth-stencil Texture2D, DepthStencilView and specificing null when assigning rendertargets to the swap chain is there anything else I should inform the state machine about?
Thanks,
Xanather