// Create a render target view ID3D11Texture2D* pBackBuffer; // C++ version//hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ),(LPVOID*)&pBackBuffer );
// D version(crashes)hr = g_pSwapChain.GetBuffer( 0, &IID_ID3D11Texture2D, cast(LPVOID*)pBackBuffer );