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bghgaryCopilot
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Drop typical-call-sequence example from UpdateDevice doc-comment
Doc shouldn't presume the user app's call pattern. The throw contract is sufficient. [Created by Copilot on behalf of @bghgary] Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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  • Core/Graphics/Include/Shared/Babylon/Graphics

Core/Graphics/Include/Shared/Babylon/Graphics/Device.h

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@@ -118,13 +118,6 @@ namespace Babylon::Graphics
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//
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// This API is only valid when rendering is disabled. Calling it while rendering is enabled
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// throws std::runtime_error.
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//
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// The typical call sequence to swap to a new device (e.g. on D3D11 / D3D12 device-removed
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// recovery) is:
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// device.DisableRendering();
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// device.UpdateDevice(newDevice);
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// // Optional: device.UpdateBackBuffer(newBackBuffer); on D3D11 if a caller-owned RTV is in use
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// device.StartRenderingCurrentFrame(); // implicitly calls EnableRendering with the new device
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void UpdateDevice(DeviceT device);
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void UpdateSize(size_t width, size_t height);

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