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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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@ -3099,6 +3099,13 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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LOG_INFO("Online world terrain loading initiated");
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}
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// Character renderer is created inside loadTestTerrain(), so spawn the
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// player model now that the renderer actually exists.
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if (!playerCharacterSpawned) {
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spawnPlayerCharacter();
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loadEquippedWeapons();
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}
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showProgress("Streaming terrain tiles...", 0.35f);
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// Wait for surrounding terrain tiles to stream in
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@ -89,7 +89,7 @@ void Window::pollEvents() {
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width = event.window.data1;
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height = event.window.data2;
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if (vkContext) {
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vkContext->recreateSwapchain(width, height);
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vkContext->markSwapchainDirty();
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}
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LOG_DEBUG("Window resized to ", width, "x", height);
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}
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@ -120,7 +120,7 @@ void Window::setFullscreen(bool enable) {
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height = windowedHeight;
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}
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if (vkContext) {
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vkContext->recreateSwapchain(width, height);
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vkContext->markSwapchainDirty();
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}
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}
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@ -145,7 +145,7 @@ void Window::applyResolution(int w, int h) {
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windowedWidth = w;
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windowedHeight = h;
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if (vkContext) {
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vkContext->recreateSwapchain(width, height);
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vkContext->markSwapchainDirty();
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}
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}
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