You can now change resolution without any apparent bugs.
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@@ -26,6 +26,8 @@
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class Renderer : public IRenderer
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{
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static void glfwFrameBufferCallback(GLFWwindow* window, int width, int height);
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public:
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Renderer(EventBroker* eventBroker)
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: m_EventBroker(eventBroker)
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@@ -37,8 +39,12 @@ public:
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virtual PickData Pick(glm::vec2 screenCoord) override;
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private:
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//----------------------Variables----------------------//
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static std::unordered_map <GLFWwindow*, Renderer*> m_WindowToRenderer;
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EventBroker* m_EventBroker;
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TextPass* m_TextPass;
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@@ -50,6 +56,7 @@ private:
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Model* m_UnitSphere;
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int m_DebugTextureToDraw = 0;
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bool m_ResizeWindow = false;
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PickingPass* m_PickingPass;
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LightCullingPass* m_LightCullingPass;
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