Better error propagation

This commit is contained in:
Jarrod Doyle 2024-03-23 10:18:38 +00:00
parent 93a38db840
commit 015dec9133
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
1 changed files with 6 additions and 4 deletions

View File

@ -87,7 +87,7 @@ impl<'window> App<'window> {
let mut cumulative_dt = 0.0;
let mut frames_accumulated = 0.0;
let mut last_render_time = Instant::now();
let _ = self.event_loop.run(|event, elwt| {
self.event_loop.run(|event, elwt| {
match event {
Event::WindowEvent { window_id, event }
if window_id == self.render_ctx.window.id() =>
@ -106,8 +106,10 @@ impl<'window> App<'window> {
last_render_time = now;
camera_controller.update(dt);
camera_controller.update_buffer(&self.render_ctx);
renderer.render(&self.render_ctx);
renderer.update(&dt, &self.render_ctx);
// !Hack: As far as I know I can't propagate errors out of here. So for now just ignore them
let _ = renderer.render(&self.render_ctx);
let _ = renderer.update(&dt, &self.render_ctx);
renderer.update_brickmap(&self.render_ctx, &mut world);
// Simple framerate tracking
@ -131,7 +133,7 @@ impl<'window> App<'window> {
}
_ => (),
}
});
})?;
Ok(())
}