[1:06:39][@cubercaleb][(Before today) I have a 1600x900 monitor and when I change the code to render at that resolution, both the UI picking and the collision detection for the player get all sorts of messed up, but I haven't tested that since you removed the free moving stuff]
[1:06:57][@hayai][Can you make it so that holding shift while resizing the window makes it just scale at the intended aspect ratio?]
[1:07:52][@shinny_magikarp][Casey, you forgot to change "UseHeight" to "UseWidth" on the second case of the black bar size's definition]
[1:08:09][@deravadom][Two parter, if that's okay: A) I'd like to start working on a homemade 3D game engine of my own. How much of what you have done here transfers over? B) When do you define how long a second is in the game? How does the lighting work in regards to time?]
[1:09:08][@danyguag][How would you suggest a younger developer to get into OpenGL and all of its useful extensions?[ref
[1:11:08][@rohit_n][Did you ever go through the NSight plugin on stream?]
[1:11:29][@snoringtortoise][Off-topic: Which keyboard layout do you use? Have you tried the various layouts? I've read that QWERTY can be a bit less efficient for programming, what do you think?]
[1:11:57][@danyguag][I have some experience in OpenGL but not with the extensions]
[1:17:07][win32_handmade.cpp: Make Win32MainWindowCallback() handle fixed aspect ratio window resizing based on Raymond Chen's advice[ref
site="The Old New Thing"
page="Use WM_WINDOWPOSCHANGING to intercept window state changes"
[1:23:56][Blackboard: Calculating that new window height]
[1:25:58][Run the game and try resizing the window]
[1:26:31][win32_handmade.cpp: Make Win32MainWindowCallback() only do aspect ratio constrained resize if the shift key is held down]
[1:27:30][Run the game and try resizing with the shift key held down]
[1:29:57][Debugger: Break into Win32MainWindowCallback() to determine what the cx and cy are, and investigate what is happening with the flicker]
[1:35:59][Debugger: Run the game and observe our WM_WINDOWPOSCHANGING output]
[1:37:35][win32_handmade.cpp: Make Win32MainWindowCallback() set the NewPos based on which coordinate is closer]
[1:38:53][Run the game and see if that helps]
[1:40:10][win32_handmade.cpp: Make Win32MainWindowCallback() output the aspect ratio]
[1:40:57][Run the game and observe that aspect ratio]
[1:41:46][win32_handmade.cpp: Make Win32MainWindowCallback() adjust the aspect ratio to ignore the window decorations]
[1:43:16][Blackboard: Computing the aspect ratio for the ClientRect]
[1:46:59][Run the game and see what that does]
[1:48:56][Blackboard: Double-check the maths]
[1:49:16][win32_handmade.cpp: Make Win32MainWindowCallback() compute the NewCx and NewCy differently]
[1:50:41][win32_handmade.cpp: Make Win32MainWindowCallback() set GetWindowRect, run the game and see that it works]
[1:52:03][@hayai][Yes, it helps]
[1:52:14][@cubercaleb][For AdjustWindowRect you should pass WS_OVERLAPPEDWINDOW which is different from WS_OVERLAPPED, although perhaps you meant that?]