You can now change resolution without any apparent bugs.
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@@ -274,6 +274,12 @@ void DrawFinalPass::ClearBuffer()
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m_FinalPassFrameBuffer.Unbind();
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}
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void DrawFinalPass::OnWindowResize()
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{
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InitializeFrameBuffers();
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}
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void DrawFinalPass::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const
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{
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glGenTextures(1, texture);
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@@ -702,7 +708,7 @@ void DrawFinalPass::BindExplosionUniforms(GLuint shaderHandle, std::shared_ptr<E
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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GLERROR("Bind 4 uniform");
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glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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glUniform2f(glGetUniformLocation(shaderHandle, "ScreenDimensions"), m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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GLERROR("Bind 5 uniform");
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glUniform3fv(glGetUniformLocation(shaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(job->ExplosionOrigin));
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@@ -754,7 +760,7 @@ void DrawFinalPass::BindModelUniforms(GLuint shaderHandle, std::shared_ptr<Model
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GLERROR("Bind 4 uniform");
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GLint Location_ScreenDimensions = glGetUniformLocation(shaderHandle, "ScreenDimensions");
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glUniform2f(Location_ScreenDimensions, m_Renderer->Resolution().Width, m_Renderer->Resolution().Height);
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glUniform2f(Location_ScreenDimensions, m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height);
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GLERROR("Bind 5 uniform");
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GLint Location_FillPercentage = glGetUniformLocation(shaderHandle, "FillPercentage");
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