pointerTo(mat).copyTo(mappedData.pData());
immediateContext.Unmap(constBuffer, 0);
immediateContext.VSSetConstantBuffers(0, 1, pointerToPointer(pointerTo(constBuffer)));
// Set primitive topology and draw
immediateContext.IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
immediateContext.Draw(3, 0);
// Present to screen
swapChain.Present(0, 0);
}