private void ResizeViewport(IGameViewport viewport)
    {
        _viewportSize = viewport.Size;
        _viewportZoom = viewport.Zoom;

        // Calculate the tile locations in each corner of the screen
        var topLeftLoc     = viewport.ScreenToTile(0, 0);
        var topRightLoc    = viewport.ScreenToTile(_viewportSize.Width, 0);
        var bottomLeftLoc  = viewport.ScreenToTile(0, _viewportSize.Height);
        var bottomRightLoc = viewport.ScreenToTile(_viewportSize.Width, _viewportSize.Height);

        _fogScreenBufferOrigin.locx = topRightLoc.location.locx;
        _fogScreenBufferOrigin.locy = topLeftLoc.location.locy;

        // Whatever the point of this may be ...
        if (topLeftLoc.off_y < topLeftLoc.off_x || topLeftLoc.off_y < -topLeftLoc.off_x)
        {
            _fogScreenBufferOrigin.locy--;
        }

        _fogScreenBufferWidthSubtiles  = (bottomLeftLoc.location.locx - _fogScreenBufferOrigin.locx + 3) * 3;
        _fogScreenBufferHeightSubtiles = (bottomRightLoc.location.locy - _fogScreenBufferOrigin.locy + 3) * 3;

        if (_fogScreenBuffer == null || _fogScreenBuffer.Length !=
            _fogScreenBufferWidthSubtiles * _fogScreenBufferHeightSubtiles)
        {
            _fogScreenBuffer = new byte[_fogScreenBufferWidthSubtiles * _fogScreenBufferHeightSubtiles];
            // TODO: Changing this should not invalidate the line of sight info per party member
            _lineOfSightInvalidated = true;
        }
    }
    public static void Render(IGameViewport viewport)
    {
        if (ImGui.Begin("Debug Overlay", ref isActive))
        {
            var mousePt = TigSubsystems.Tig.Mouse.GetPos();

            var worldCoord = viewport.ScreenToTile(mousePt.X, mousePt.Y);
            ImGui.Text($"{worldCoord}");
            ImGui.End();
        }
    }