In a Round Robin fashion, you usually have a few buffers and you cycle between these buffers, how you manage GLFW callbacks in this situation?
Let's suppose that you have 3 buffers, you send draw commands with a specified viewport in the first one, but when the cpu is processing the second one, it gets a callback of a window resize for example, the server may be rendering whatever you sent with the previous viewport size yet, causing some "artifacts", and this is just a example, but it will happen for literally everything right? A easy fix would be to process the callbacks(the last ones received) just after rendering the last buffer, and block the client until the server processed all the commands, is that correct(what would imply a frame delay per buffer)? Is there something else that could be done?