diff --git a/src/render/mod.rs b/src/render/mod.rs index dafe901..68977e7 100644 --- a/src/render/mod.rs +++ b/src/render/mod.rs @@ -1176,10 +1176,13 @@ impl Renderer { } pub(crate) fn render(&mut self, window: &Arc) -> anyhow::Result<()> { window.request_redraw(); + + let mut resize_renderer = false; + let output = match self.surface.get_current_texture() { wgpu::CurrentSurfaceTexture::Success(surface_texture) => surface_texture, wgpu::CurrentSurfaceTexture::Suboptimal(surface_texture) => { - self.surface.configure(&self.device, &self.config); + resize_renderer = true; //moved reconfigure to avoid a crash when resizing window surface_texture } wgpu::CurrentSurfaceTexture::Timeout @@ -1257,6 +1260,21 @@ impl Renderer { output.present(); + + if(resize_renderer){ + std::mem::drop(view); //idk how this would affect a multi-pass system like deferred rendering, but this makes sure it's not gonna collide with resizing the swap chain or whatever wGPU does + self.surface.configure(&self.device, &self.config); + /* + also in this snippet call the functions to + a: resize window resolution + b: resize projection + currently when you resize the window the projection matrix is not updated + and therefore it gets very skewed and weird looking if you resize the current + small window to a big screen like mine(halbear) which is 3440x1440 + i would add it myself but i don't know wGPU or rust all that well sooooo + */ + } + Ok(()) } }