It's too complicated task to render window in usual way while resizing. But if we support rendering of some static scene it will be looks good enough.
Currently I'm working on my own OpenGL wrapper and learning OpenGL internals.
I've found that OpenGL contexts with extensions is real holly shit...
DirectX API with it's own COM interfaces looks much easier in comparison to those OpenGL kludges
Also I've found that OpenGL cannot render it's content into window which is in resizing state and has double buffer flag.
It seems like the reson why SFML doesn't provide any way to render window in resizing state.
I've found nice solution for this issue.
You can handle WM_SIZING and WM_SIZE messages in order to catch resize begin and resize end events.
When you catch resize begin event, just reset double buffering flag and reenable it back on resize end.
Actually I'm using WinForms events Form.OnResizeBegin and Form.OnResizeEnd.
It works very good. It allows to use double buffered window to avoid tearing effects and to render content while window is in resizing state.
I implemented RenderRequest event which is raised when a system sends WM_PAINT message from internal message loop (I just set internal flag before dispatch window messages and reset it when it's done, so my event is raised in resizing state only). So, I'm using it to render static scene in resizing state.
Yes, it doesn't allow to update game state like in usual game loop, so the game will freeze, but it still render current state into the window.