bool updateCreateConstantBuffer(ID3D11DeviceContext* immediateContext, ID3D11Buffer*& constantBuffer) {
D3D11_MAPPED_SUBRESOURCE mappedResource;
ZeroMemory(&mappedResource, sizeof(D3D11_MAPPED_SUBRESOURCE));
HRESULT hr = immediateContext->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (!FAILED(hr))
{
//roation...