public virtual void Render(ID3D11DeviceContext context, PrimitiveTopology type, int size, uint offset) { context.IASetInputLayout(Layout); // set shaders only if available if (OurVertexShader != null) { context.VSSetShader(OurVertexShader); } if (OurVertexShader != null) { context.PSSetShader(OurPixelShader); context.PSSetSampler(0, SamplerState); } if (OurVertexShader != null) { context.GSSetShader(OurGeometryShader); } context.DrawIndexed(size, (int)offset, 0); Profiler.NumDrawCallsThisFrame++; }