Y4JIGMJIDT3RS23FHKHYW2YMSW5OSVXCRHFXRQ33RHQFQIRJAKHQC
self.real_width = self.width * correction;
self.real_height = self.height;
// These are always reciprocals because we scaled the width *up* internally
// by that much to all the necessary width into the window, so the window should make the entire
// display of the game world take up (1.0 - correction.recip()), so we reciprocate now, so
// we don't have to later
Some((correction.recip(), 1.0))
Some((1.0, correction.recip()))
input.camera.update_aspect(&self.window);
if let Some((w, h)) = input.camera.update_aspect(&self.window) {
// Update the world vertex buffer
let new_world_vertices = Self::generate_world_vertices(w, h);
self.queue.write_buffer(
&self.world_vertex_buffer,
0,
bytemuck::cast_slice(&new_world_vertices),
);
}