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Why? I've put up a simple renderer (meshes + instances [transformation+material] + camera + default light behind the camera] in ~450 lines of C++ code (+ 50-ish lines of GLSL).



I've done the same for C++ DX9 code, but that was before D3DX was deprecated and then removed in DX11. It's not quite so simple anymore, unless you pull in various third-ish party libraries (usually just open-sourced versions of the D3DX stuff Microsoft cut...)




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