Finally handle swap chain recreation! resizing the window is possible now. Need to comment about what is happening in draw frames. Rewrote the main function to use a Singleton framework as well
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@ -12,6 +12,12 @@ namespace RenderPresent {
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uint32_t currentFrame = 0;
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uint32_t currentFrame = 0;
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void recreateSwapChain() {
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void recreateSwapChain() {
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int width = 0, height = 0;
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glfwGetFramebufferSize(Global::window, &width, &height);
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while (width == 0 || height == 0) {
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glfwGetFramebufferSize(Global::window, &width, &height);
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glfwWaitEvents();
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}
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vkDeviceWaitIdle(Global::device);
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vkDeviceWaitIdle(Global::device);
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// Don't really wanna do this but I also don't want to create an extra class instance just to call the cleanup function.
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// Don't really wanna do this but I also don't want to create an extra class instance just to call the cleanup function.
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for(auto framebuffer : pipeline.getSwapChainFramebuffers()) {
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for(auto framebuffer : pipeline.getSwapChainFramebuffers()) {
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