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 laterSome((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 bufferlet new_world_vertices = Self::generate_world_vertices(w, h);self.queue.write_buffer(&self.world_vertex_buffer,0,bytemuck::cast_slice(&new_world_vertices),);}