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Fix minimap MSAA pipeline, defer swapchain recreation, fix player character spawn order
- Add .setMultisample() to minimap display pipeline and recreatePipelines() for MSAA changes - Defer all swapchain recreation in window.cpp to beginFrame() via markSwapchainDirty() to prevent mid-frame render pass destruction crashes on resolution/fullscreen change - Move spawnPlayerCharacter() call to after loadTestTerrain() where character renderer exists
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6 changed files with 57 additions and 3 deletions
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@ -25,6 +25,7 @@ public:
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bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout, int size = 200);
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void shutdown();
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void recreatePipelines();
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void setAssetManager(pipeline::AssetManager* am) { assetManager = am; }
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void setMapName(const std::string& name);
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@ -70,6 +70,7 @@ public:
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const std::vector<VkFramebuffer>& getSwapchainFramebuffers() const { return swapchainFramebuffers; }
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bool isSwapchainDirty() const { return swapchainDirty; }
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void markSwapchainDirty() { swapchainDirty = true; }
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// MSAA
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VkSampleCountFlagBits getMsaaSamples() const { return msaaSamples_; }
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