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

@ -778,6 +778,8 @@ void Renderer::applyMsaaChange() {
if (auto* lf = skySystem->getLensFlare()) lf->recreatePipelines();
}
if (minimap) minimap->recreatePipelines();
// Selection circle + overlay use lazy init, just destroy them
VkDevice device = vkCtx->getDevice();
if (selCirclePipeline) { vkDestroyPipeline(device, selCirclePipeline, nullptr); selCirclePipeline = VK_NULL_HANDLE; }