   D3D11: Sometimes black window after fullscreen-switch
  HiAfter googling for hours and not finding anything specific to my problem, i'll post this here:I'm new to D3D11 and currently i am working on window-resizing etc.Of course i ran into the problem with PIX telling me that after switching to fullscreen the backbuffer-presentation would be inefficient (blitting instead of flipping).I mostly got rid of it, EXCEPT for one situation: My app starts in windowed mode. When i switch to fullscreen THE VERY FIRST TIME, no WM_SIZE message is sent (in which i handle to resize the buffers). Then i get the message that buffers will be blitted. If i switch back to windowed mode and again to fullscreen, WM_SIZE is sent and everything works fine (no warning happening).So i thought i just do the stuff from WM_SIZE after calling SetFullscreenState, if no WM_SIZE was sent. That does get rid of the warning, BUT i just get a black screen!? I can switch back to windowed mode, and again to fullscreen and everything works fine, but this very first switch to fullscreen does not work as expected, at all.Also, although switching between windowed and fullscreen-mode works 90% of the time, sometimes the same thing happens, that the output is just black. The interessting thing is, that the render-loop is active and PIX does not give me any error or warning message, but the output is simply black. Switching mode again, fixes the problem. Is there anything else that i need to take care of, when switching modes, except for the backbuffer and rendertargetview ?ThanksJan.   