<commit_before>#include "rendering.h"
#include "../events/events.h"

class Renderer
{
private:
	Int32				m_bInitComplete;
	SDL_Window*			m_Window;
	Events::Mailbox*	m_pMailbox;

	Real				m_fTime;

	GLeffect			m_eftMesh;
	GLbuffer			m_bufPerMesh;
	GLbuffer			m_bufPerFrame;

	GLmesh				m_mshArena;
	GLmesh				m_mshKart;
	GLmesh				m_mshPowerRing1;
	GLmesh				m_mshPowerRing2;
	GLmesh				m_mshPowerSphere;

	GLtex				m_texDiffuse;
	GLtex				m_texNormal;

	Vector3				m_vArenaOfs;

public:
	int Init( SDL_Window* win );
	int Update( float fElapseSec );
	int Render();

	Renderer();
	~Renderer();
};

Renderer* g_pRenderer = 0;

int InitRendering()
{
	SDL_Init( SDL_INIT_EVERYTHING );
	SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
	SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
	SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 );
	SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, 4 );

	SDL_Window *win = SDL_CreateWindow( GAMENAME,
			SDL_WINDOWPOS_UNDEFINED,
			SDL_WINDOWPOS_UNDEFINED,
			800, 450, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE
			);
	if( !win )
		return 0;

	SDL_GLContext glcontext = SDL_GL_CreateContext( win );
	if( !glcontext )
		return 0;

	SDL_GL_MakeCurrent( win, glcontext );

	if( g_pRenderer )
		return 0;
<commit_msg>Resolution Fix<commit_after>#include "rendering.h"
#include "../events/events.h"

class Renderer
{
private:
	Int32				m_bInitComplete;
	SDL_Window*			m_Window;
	Events::Mailbox*	m_pMailbox;

	Real				m_fTime;

	GLeffect			m_eftMesh;
	GLbuffer			m_bufPerMesh;
	GLbuffer			m_bufPerFrame;

	GLmesh				m_mshArena;
	GLmesh				m_mshKart;
	GLmesh				m_mshPowerRing1;
	GLmesh				m_mshPowerRing2;
	GLmesh				m_mshPowerSphere;

	GLtex				m_texDiffuse;
	GLtex				m_texNormal;

	Vector3				m_vArenaOfs;

public:
	int Init( SDL_Window* win );
	int Update( float fElapseSec );
	int Render();

	Renderer();
	~Renderer();
};

Renderer* g_pRenderer = 0;

int InitRendering()
{
	SDL_Init( SDL_INIT_EVERYTHING );
	SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
	SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
	SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 );
	SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, 4 );

	SDL_Window *win = SDL_CreateWindow( GAMENAME,
			SDL_WINDOWPOS_UNDEFINED,
			SDL_WINDOWPOS_UNDEFINED,
			1280, 720, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE
			);
	if( !win )
		return 0;

	SDL_GLContext glcontext = SDL_GL_CreateContext( win );
	if( !glcontext )
		return 0;

	SDL_GL_MakeCurrent( win, glcontext );

	if( g_pRenderer )
		return 0;

{'fraction_non_alphanumeric': 0.08867775138558986, 'fraction_numerical': 0.01623119556611243, 'mean_word_length': 4.541666666666667, 'pattern_counts': {'":': 0, '<': 3, '<?xml version=': 0, '>': 3, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '2342730', 'n_tokens_mistral': 1248, 'n_tokens_neox': 1069, 'n_words': 199}