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Fix winit returning wrong window size
It seems like waiting for wgpu to create a instance is enough to make winit return the correct window size
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@ -130,14 +130,14 @@ impl Renderer {
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// in doing this on rerender.
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// in doing this on rerender.
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// Self::enable_seamless_cube_maps(&mut device);
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// Self::enable_seamless_cube_maps(&mut device);
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let dims = window.inner_size();
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// TODO: fix panic on wayland with opengl?
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// TODO: fix panic on wayland with opengl?
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// TODO: fix backend defaulting to opengl on wayland.
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// TODO: fix backend defaulting to opengl on wayland.
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let instance = wgpu::Instance::new(
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let instance = wgpu::Instance::new(
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wgpu::BackendBit::PRIMARY, /* | wgpu::BackendBit::SECONDARY */
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wgpu::BackendBit::PRIMARY, /* | wgpu::BackendBit::SECONDARY */
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);
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);
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let dims = window.inner_size();
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// This is unsafe because the window handle must be valid, if you find a way to
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// This is unsafe because the window handle must be valid, if you find a way to
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// have an invalid winit::Window then you have bigger issues
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// have an invalid winit::Window then you have bigger issues
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#[allow(unsafe_code)]
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#[allow(unsafe_code)]
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