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>
This commit is contained in:
Stephen Gutekanst 2022-04-21 03:57:15 -07:00 committed by Stephen Gutekanst
parent 45df76bdd8
commit 7daff572f3

View file

@ -50,7 +50,7 @@ pub fn main() !void {
const eye = vec3(5.0, 7.0, 5.0);
const target = vec3(0.0, 0.0, 0.0);
const size = try app.window.getSize();
const size = try app.window.getFramebufferSize();
const aspect_ratio = @intToFloat(f32, size.width) / @intToFloat(f32, size.height);
ctx.* = FrameParams{