examples: correct texture size for running on macOS
``` mach: found Metal backend on Discrete GPU adapter: Apple M1, Metal driver on macOS Version 12.1 (Build 21C52) gpu: validation error: Attachment [TextureView] size (width: 640, height: 480) does not match the size of the other attachments (width: 1280, height: 960). - While validating depthStencilAttachment. - While encoding [CommandEncoder].BeginRenderPass([RenderPassDescriptor]). ``` Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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@ -50,7 +50,7 @@ pub fn main() !void {
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const eye = vec3(5.0, 7.0, 5.0);
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const target = vec3(0.0, 0.0, 0.0);
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const size = try app.window.getSize();
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const size = try app.window.getFramebufferSize();
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const aspect_ratio = @intToFloat(f32, size.width) / @intToFloat(f32, size.height);
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ctx.* = FrameParams{
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