Expanding on Minimal D3D11 elaborations I, adding shadowmapping and incorporating various improvements and alternative approaches to the rendering setup, such as manual vertex fetching, samplerless texture lookup, null shader depth map rendering and procedurally generated texture and [instance data](https://gist.github.com/d7samurai/abab8a580d0298cb2f34a44eec41d
A spin-off from the mainline Minimal D3D11 series, adding two-lane instanced rendering. As before: An uncluttered Direct3D 11 setup & basic rendering primer / API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion. No modern C++ / OOP / obscuring cruft.
The main difference here is that the hollow cube itself is rendered using instancing (which saves a lot of vertices compared to the original, so geometry data is now small enough to be included in the source without being too much in the way), but also all trigonometry and matrix math is moved to the vertex shader, simplifying the main code (and not needing math.h).
In this case, each instance is mere
Minimal D3D11 reference implementation: An uncluttered Direct3D 11 setup + basic rendering primer and API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion that should be easy to follow from the code alone. ~200 LOC. No modern C++ / OOP or (other) obscuring cruft. View on YouTube

