/// <summary>
        /// Renders the current frame to each holographic display, according to the 
        /// current application and spatial positioning state. Returns true if the 
        /// frame was rendered to at least one display.
        /// </summary>
        public bool Render(ref HolographicFrame holographicFrame)
        {
            // Don't try to render anything before the first Update.
            if (timer.FrameCount == 0)
            {
                return false;
            }

            // Up-to-date frame predictions enhance the effectiveness of image stablization and
            // allow more accurate positioning of holograms.
            holographicFrame.UpdateCurrentPrediction();
            HolographicFramePrediction prediction = holographicFrame.CurrentPrediction;

            // Lock the set of holographic camera resources, then draw to each camera
            // in this frame.
            return deviceResources.UseHolographicCameraResources(
                (Dictionary<uint, CameraResources> cameraResourceDictionary) =>
            {
                bool atLeastOneCameraRendered = false;

                foreach (var cameraPose in prediction.CameraPoses)
                {
                    // This represents the device-based resources for a HolographicCamera.
                    CameraResources cameraResources = cameraResourceDictionary[cameraPose.HolographicCamera.Id];

                    // Get the device context.
                    var context = deviceResources.D3DDeviceContext;
                    var renderTargetView = cameraResources.BackBufferRenderTargetView;
                    var depthStencilView = cameraResources.DepthStencilView;

                    // Set render targets to the current holographic camera.
                    context.OutputMerger.SetRenderTargets(depthStencilView, renderTargetView);

                    // Clear the back buffer and depth stencil view.
                    SharpDX.Mathematics.Interop.RawColor4 transparent = new SharpDX.Mathematics.Interop.RawColor4(0.0f, 0.0f, 0.0f, 0.0f);
                    context.ClearRenderTargetView(renderTargetView, transparent);
                    context.ClearDepthStencilView(
                        depthStencilView,
                        SharpDX.Direct3D11.DepthStencilClearFlags.Depth | SharpDX.Direct3D11.DepthStencilClearFlags.Stencil,
                        1.0f,
                        0);

                    // The view and projection matrices for each holographic camera will change
                    // every frame. This function refreshes the data in the constant buffer for
                    // the holographic camera indicated by cameraPose.
                    cameraResources.UpdateViewProjectionBuffer(deviceResources, cameraPose, referenceFrame.CoordinateSystem);

                    // Attach the view/projection constant buffer for this camera to the graphics pipeline.
                    bool cameraActive = cameraResources.AttachViewProjectionBuffer(deviceResources);

                    // Only render world-locked content when positional tracking is active.
                    if (cameraActive)
                    {
                        quadRenderer.RenderRGB(textRenderer.Texture);
                    }                    

                    atLeastOneCameraRendered = true;
                }

                return atLeastOneCameraRendered;
            });
        }