Resolution fix in render stages //Tobias
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@@ -31,15 +31,19 @@ public:
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void SetFullscreen(bool fullscreen) { m_Fullscreen = fullscreen; }
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bool VSYNC() const { return m_VSYNC; }
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void SetVSYNC(bool vsync) { m_VSYNC = vsync; }
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Rectangle GetViewPortSize() const { return m_ViewPortWidth; }
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void SetViewPortSize(const Rectangle& viewportWidth) { m_ViewPortWidth = viewportWidth; }
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virtual void Initialize() = 0;
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virtual void Update(double dt) = 0;
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virtual void Draw(RenderFrame& rq) = 0;
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virtual PickData Pick(glm::vec2 screenCord) = 0;
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World* m_World; //Temp world, untill viktor merge.
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protected:
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Rectangle m_Resolution = Rectangle::Rectangle(1280, 720);
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Rectangle m_ViewPortWidth = Rectangle::Rectangle(1280, 720);
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bool m_Fullscreen = false;
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bool m_VSYNC = false;
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int m_GLVersion[2];
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