From 69d25a4a9b1defead493822d687597f410d033dd8bbbade5955cacc40bb4b7f0 Mon Sep 17 00:00:00 2001 From: Mexpert_RPO Date: Tue, 5 May 2026 13:26:02 +0200 Subject: [PATCH] fixed flickering issue. problem was, that in the camera update of the render target the window was updatet agein, what internaly starts a new frame, so made the update function only affent non IWindow calsses, for IWindow it strictly is not neccecery anyway --- TSE | 2 +- TSE-RTS/src/game.cpp | 2 ++ TSE-RTS/src/main.cpp | 6 +++--- 3 files changed, 6 insertions(+), 4 deletions(-) diff --git a/TSE b/TSE index 4002030..a8c28bc 160000 --- a/TSE +++ b/TSE @@ -1 +1 @@ -Subproject commit 4002030de8db6b13137ad7fe914110cf5cb971a864edae3ac101a1e2cb0c7831 +Subproject commit a8c28bcb242e322fab7fb6da3932102075c2872ef0b45e6d9ce019c750efb136 diff --git a/TSE-RTS/src/game.cpp b/TSE-RTS/src/game.cpp index 5c31e23..a05f100 100644 --- a/TSE-RTS/src/game.cpp +++ b/TSE-RTS/src/game.cpp @@ -145,6 +145,8 @@ void game::setup(TSE::Scene* s, TSE::IWindow* wnd) //RenderingLayer + characterLayer.SetNonVisual(true); + s->AddLayer(&renderingLayer); s->AddLayer(&characterLayer); diff --git a/TSE-RTS/src/main.cpp b/TSE-RTS/src/main.cpp index ae70e52..f89995c 100644 --- a/TSE-RTS/src/main.cpp +++ b/TSE-RTS/src/main.cpp @@ -23,7 +23,7 @@ #include "shaders/TileMapShader.hpp" #include "shaders/LastPassShader.hpp" -#define USE_EDITOR +//#define USE_EDITOR using namespace TSE; #if defined(TSE_GLFW) @@ -50,7 +50,7 @@ void SetupWindow() wnd = new WindowGlfw(PROJECT_NAME, 800, 600, new OpenGLRenderingBackend(backColor, true, 8, true), WindowType::Maximized); editor = new EditorSubsystem(cv); #else - wnd = new WindowGlfw(PROJECT_NAME, 1920, 1080, new OpenGLRenderingBackend(backColor, true, 8, false), WindowType::Fullscreen); + wnd = new WindowGlfw(PROJECT_NAME, 1920, 1080, new OpenGLRenderingBackend(backColor, true, 8, false), WindowType::Maximized); #endif #elif defined(TSE_SDL3) #ifdef USE_EDITOR @@ -58,7 +58,7 @@ void SetupWindow() wnd = new WindowSdl3(PROJECT_NAME, 800, 600, new OpenGLRenderingBackend(backColor, true, 8, true), WindowType::Maximized); editor = new EditorSubsystem(cv); #else - wnd = new WindowSdl3(PROJECT_NAME, 1920, 1080, new OpenGLRenderingBackend(backColor, true, 8, false), WindowType::Fullscreen); + wnd = new WindowSdl3(PROJECT_NAME, 1920, 1080, new OpenGLRenderingBackend(backColor, true, 8, false), WindowType::Maximized); #endif #endif