Implementing a Deferred Renderer (Basic Understanding) I am trying to implement a Deferred Renderer in Direct3D11. I am fairly new to this. I already bought a book Practical Rendering amp Computation with Direct3D 11. However, this book doesnt answer many of my questions. The Book just says "Call one of the Draw Commands to execute the Pipeline" In the context of a deferred Renderer I would like to know How I can actually render the different GBuffers, merge them and put actual Lighting to my scene. Let's say my GBuffers should represent Diffuse, Specular and Normals. I understand that Vertex Shaders have Constant Buffers that represent my Camera through Matrices. Vertices get Transformed in shaders into ViewSpace. How Do I get my Diffuse Specular Normal information out of that? Do I have to execute the Rendering Pipeline for every GBuffer? Technically do I just need to transform my vertices once in a VS and just execute my different GBuffer PS? The Context Object offers functions like "OMSetRenderTarget". The OutputMerger however is the last stage of the Pipeline, not the first... The Book itself just calls "Present(0,0)" exactly once and doesnt explain how you actually put things together. Sorry, quite a lot of different questions (