D3D11_BUFFER_DESC vertexBufferDesc; D3D11_SUBRESOURCE_DATA vertexData; // Set up the description of the static vertex buffer ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc)); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.ByteWidth = sizeof(Vertex)* mVertexCount; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; vertexBufferDesc.StructureByteStride = 0; // Give the subresource structure a pointer to the vertex data ZeroMemory(&vertexData, sizeof(vertexData)); vertexData.pSysMem = mVertices; vertexData.SysMemPitch = 0; vertexData.SysMemSlicePitch = 0; // Now create the vertex buffer result = Handle::Device->CreateBuffer(&vertexBufferDesc, &vertexData, &mVertexBuffer); if(FAILED(result)) { return false; }