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Pass new TextureManager pointer to ShaderEngine after resetting it.
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@ -135,6 +135,7 @@ void Renderer::SetPipeline(Pipeline& pipeline)
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void Renderer::ResetTextures()
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{
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m_textureManager = std::make_unique<TextureManager>(m_textureSearchPaths, m_textureSizeX, m_textureSizeY);
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m_shaderEngine.setParams(m_textureSizeX, m_textureSizeY, m_fAspectX, m_fAspectY, m_beatDetect, m_textureManager.get());
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}
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void Renderer::SetTextureSearchPaths(std::vector<std::string>& textureSearchPaths)
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@ -387,7 +388,6 @@ void Renderer::reset(int viewportWidth, int viewportHeight)
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ResetTextures();
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m_shaderEngine.setParams(m_textureSizeX, m_textureSizeY, m_fAspectX, m_fAspectY, m_beatDetect, m_textureManager.get());
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m_shaderEngine.reset();
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try
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{
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