void D3D11Rendering::initD3DDevice()
{
D3D_FEATURE_LEVEL FeatureLevelsRequested = D3D_FEATURE_LEVEL_11_0;
UINT numLevelsRequested = 1;
HRESULT hr = E_FAIL;
D3D_FEATURE_LEVEL FeatureLevel;
hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, D3D11_CREATE_DEVICE_DEBUG, NULL, 0,
D3D11_SDK_VERSION, &swapChainDesc, &swapChain, &deviceDX11, &FeatureLevel, &deviceContext );
if(FAILED(hr))
{
return ;
}
}
I guess it was it ?