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To present an ID3D11Texture2D
using a swap chain, the texture must be the back buffer obtained from the swap chain. You create a render target view (RTV) from this back buffer and set it using OMSetRenderTargets
. You do not need to recreate the RTV every frame unless the swap chain is resized or recreated.
While OMSetRenderTargets
doesn't technically need to be called every frame if the render target stays the same, it's considered best practice to call it each frame. This ensures the rendering pipeline has a valid target, especially since some bindings may reset after calling Present
.
Once rendering is done, you call Present
on the swap chain to display the final image on screen.