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
This commit is contained in:
Kelsi 2026-02-22 03:49:44 -08:00
parent ebd0084c22
commit e8e859384e
6 changed files with 57 additions and 3 deletions

View file

@ -25,6 +25,7 @@ public:
bool initialize(VkContext* ctx, VkDescriptorSetLayout perFrameLayout, int size = 200);
void shutdown();
void recreatePipelines();
void setAssetManager(pipeline::AssetManager* am) { assetManager = am; }
void setMapName(const std::string& name);

View file

@ -70,6 +70,7 @@ public:
const std::vector<VkFramebuffer>& getSwapchainFramebuffers() const { return swapchainFramebuffers; }
bool isSwapchainDirty() const { return swapchainDirty; }
void markSwapchainDirty() { swapchainDirty = true; }
// MSAA
VkSampleCountFlagBits getMsaaSamples() const { return msaaSamples_; }