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Is there any way of calling SetWindowSize on an active window without creating frame artefacts?
I have a windowed application which allows opening/closing certain parts of the UI interactively, resulting in a changed window size (and sometimes position). Unfortunately, after SetWindowSize, the window content is visibly garbled for at least the remaining frame (depending on platform, it either moves or scales the current content instantly). That looks rather unprofessional.
There does not seem to be a means of synchronising resizing with framebuffer swaps. I tried various workarounds, including combinations of:
different timings for calling SetWindowSize before or after EndDrawing/SwapBuffer,
turning off FPS wait,
delaying resizing by one frame during which I draw to a texture as custom frame buffer of the new size, such that it can be copied and swapped in immediately after resize.
None of it helped much, the artefact frames remain, at least some of the times.
Has anybody else run into this problem and found a workable solution (on GLFW or other backend)?
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Is there any way of calling SetWindowSize on an active window without creating frame artefacts?
I have a windowed application which allows opening/closing certain parts of the UI interactively, resulting in a changed window size (and sometimes position). Unfortunately, after SetWindowSize, the window content is visibly garbled for at least the remaining frame (depending on platform, it either moves or scales the current content instantly). That looks rather unprofessional.
There does not seem to be a means of synchronising resizing with framebuffer swaps. I tried various workarounds, including combinations of:
None of it helped much, the artefact frames remain, at least some of the times.
Has anybody else run into this problem and found a workable solution (on GLFW or other backend)?
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