some fixes
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@@ -205,8 +205,10 @@ namespace Game
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init.platformData.type = bgfx::NativeWindowHandleType::Default;
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init.resolution.width = shared.Window.WindowWidth;
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init.resolution.height = shared.Window.WindowHeight;
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init.resolution.reset = BGFX_RESET_VSYNC;
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init.resolution.reset = ResetFlags;
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LastWidth = shared.Window.WindowWidth;
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LastHeight = shared.Window.WindowHeight;
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Log("%i by %i", init.resolution.width, init.resolution.height);
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if (!bgfx::init(init))
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@@ -217,7 +219,7 @@ namespace Game
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{
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Log("BGFX setup succeded!");
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}
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bgfx::setDebug(BGFX_DEBUG_TEXT);
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// bgfx::setDebug(BGFX_DEBUG_TEXT);
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bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
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DefaultSampler = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
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@@ -263,7 +265,8 @@ namespace Game
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ImGui_ImplSDL3_NewFrame();
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imguiBeginFrame(0, 0, 0, 0, shared.Window.WindowWidth, shared.Window.WindowHeight);
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ImGui::DockSpaceOverViewport();
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// TODO: why does this break stuff??
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// ImGui::DockSpaceOverViewport();
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ImGui::ShowDemoWindow();
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// Reload shaders if necessary
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@@ -289,6 +292,13 @@ namespace Game
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}
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}
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}
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if (shared.Window.WindowWidth != LastWidth || shared.Window.WindowHeight != LastHeight)
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{
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bgfx::reset(shared.Window.WindowWidth, shared.Window.WindowHeight, ResetFlags);
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LastWidth = shared.Window.WindowWidth;
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LastHeight = shared.Window.WindowHeight;
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}
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{
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GetInstance().GameLevel.Update();
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@@ -1,4 +1,5 @@
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#pragma once
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#include "bgfx/defines.h"
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#include <bgfx/bgfx.h>
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#include <bx/string.h>
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#include <cstdint>
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@@ -58,6 +59,9 @@ namespace Game
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Texture Textures[8];
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Material Materials[8];
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Model Models[8];
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int32_t LastWidth = 0;
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int32_t LastHeight = 0;
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uint32_t ResetFlags = BGFX_RESET_VSYNC;
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public:
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void Setup();
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@@ -322,8 +322,8 @@ struct OcornutImguiContext
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{
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m_viewId = _viewId;
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// ImGuiIO& io = ImGui::GetIO();
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// io.DisplaySize = ImVec2((float)_width, (float)_height);
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)_width, (float)_height);
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const int64_t now = bx::getHPCounter();
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const int64_t frameTime = now - m_last;
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