Made window resizing change framebuffer size
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3e700bda2c
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@ -72,8 +72,6 @@ tc_chunk_s * tc_load_chunk_of_loader(tc_chunkloader_s *loader, tc_vec3i_s coord)
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if(chunk == NULL)
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{
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printf("Creating chunk at: %d %d %d\n", coord.x, coord.y, coord.z);
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chunk = tc_allocate_chunk(loader->world);
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chunk->position = coord;
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@ -28,6 +28,9 @@ bool tc_generate_default_terrain_chunk(tc_worldgen_s *gen, tc_chunk_s *chunk)
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}
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++x_in_chunk;
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}
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tc_block_s air;
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block.type_identifier = 0;
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tc_set_block_in_chunk(chunk, 6, 8, 14, air);
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return true;
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}
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@ -110,7 +110,12 @@ void render()
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float depth = 10000000.0f;
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glClearBufferfv(GL_DEPTH, 0, &depth);
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mat4x4_perspective(projection_matrix, 120, 1200 / 800, 0.0001f, 1000.0f);
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int fb_width = 0;
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int fb_height = 0;
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SDL_GetWindowSize(tc_game_state_g.renderer.window, &fb_width, &fb_height);
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glViewport(0, 0, fb_width, fb_height);
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mat4x4_perspective(projection_matrix, 120, ((float) fb_width) / ((float) fb_height), 0.0001f, 1000.0f);
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mat4x4_identity(view_matrix);
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mat4x4_rotate_X(view_matrix, view_matrix, tc_camera_rotation.x);
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@ -160,7 +165,7 @@ bool update()
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{
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if(event.window.event == SDL_WINDOWEVENT_RESIZED)
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{
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puts("RESIZED");
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}
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} break;
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case SDL_KEYDOWN:
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@ -158,7 +158,7 @@ tc_world_s * tc_new_world(tc_worldgen_s *generator)
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world->pool = tc_new_chunk_pool(128);
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world->worldgen = &tc_default_terrain_generator_g;
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// world->center_chunk = tc_new_chunk(world, 0, 0, 0);
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world->load_radius = 1;
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world->load_radius = 3;
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world->num_loaders = 1;
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world->loaders = malloc(sizeof(tc_chunkloader_s) * world->num_loaders);
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world->loaders[0] = tc_create_spawn_loader(world);
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