D3D11_USAGE_DEFAULT,
D3D11_CPU_ACCESS_NONE,
0,
(int)(9 * sizeOf(Float.class)));
D3D11_SUBRESOURCE_DATA initData = new D3D11_SUBRESOURCE_DATA();
initData.pSysMem(pointerToFloats(0.0f, 1.0f, 0.5f, 1f, -0.5f, 0.5f, -0.5f, -0.5f, 0.5f));
initData.SysMemPitch(0).SysMemSlicePitch(0);
final ID3D11Buffer vertexBuffer = device.CreateBuffer(bufferDesc, initData);
delete(initData); // Delete data of regain memory
// Create constant buffer (size must be multiple of 16)