   [D3D11]How should/can I take the renderized backbuffer to a texture buffer?
  My purpose is save the renderized frame to a file..My first guess was that I would take the texture buffer from the rendertargetview, but I didnt find how to do that..how can I do that?So I realized since my rendertargetview buffer is the swapchain backbuffer that I can take from there(using swapchain->getbuffer)..Whats the best way? But anyway, Im more curious on how getting it from the rendertargetview, since you use a texture to create it, how can you take a texture from it?   
ID3D11Resource* pResource = NULL;pRenderTargetView->GetResource( &pResource );// get the textureID3D11Texture2D* pTexture = NULL;pResource->QueryInterface( __uuidof(ID3D11Texture2D), (void**)&pTexture );// get the descriptionD3D11_TEXTURE2D_DESC desc = {0};pTexture->GetDesc( &desc );desc.Usage = D3D11_USAGE_STAGING;desc.BindFlags = 0;desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;desc.MiscFlags = 0;ID3D11Texture2D* pStagingTexture = NULL;pDevice->CreateTexture2D( &desc, NULL, &pStagingTexture );pImContext->CopyResource( pStagingTexture, pResource );D3D11_MAPPED_SUBRESOURCE mapped = {0};pImContext->Map( pStagingTexture, 0, D3D11_MAP_READ , 0, &mapped );// read your data out of the texture.pImContext->Unmap( pStagingTexture, 0 );// release stuff here.;  Thanks dude!I was confuse at first, didnt know if getting the resource from the rendertargetview would give me permanent access to the data or if Id have to get it always(now I know its permanent like). Im still not much confident with those dx management stuff.   