Resize should now be working correctly.
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@@ -114,7 +114,28 @@ void LightCullingPass::FillLightList(RenderScene& scene)
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void LightCullingPass::OnWindowResize()
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{
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SetSSBOSizes();
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InitializeSSBOs();
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_FrustumSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(Frustum)*m_NumberOfTiles, nullptr, GL_DYNAMIC_COPY);
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GLERROR("m_FrustumSSBO");
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightSource) * 200, nullptr, GL_DYNAMIC_COPY);
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GLERROR("m_LightSSBO");
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightGridSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(LightGrid)*m_NumberOfTiles, nullptr, GL_DYNAMIC_COPY);
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GLERROR("m_LightGridSSBO");
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightOffsetSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(m_LightOffset), &m_LightOffset, GL_DYNAMIC_COPY);
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GLERROR("m_LightOffsetSSBO");
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_LightIndexSSBO);
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glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float)*m_NumberOfTiles*MAX_LIGHTS_PER_TILE, m_LightIndex, GL_DYNAMIC_COPY);
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GLERROR("m_LightIndexSSBO");
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glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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}
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void LightCullingPass::InitializeSSBOs()
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