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

This commit is contained in:
2026-05-05 13:26:02 +02:00
parent b817a29356
commit 69d25a4a9b
3 changed files with 6 additions and 4 deletions

2
TSE

Submodule TSE updated: 4002030de8...a8c28bcb24

View File

@@ -145,6 +145,8 @@ void game::setup(TSE::Scene* s, TSE::IWindow* wnd)
//RenderingLayer //RenderingLayer
characterLayer.SetNonVisual(true);
s->AddLayer(&renderingLayer); s->AddLayer(&renderingLayer);
s->AddLayer(&characterLayer); s->AddLayer(&characterLayer);

View File

@@ -23,7 +23,7 @@
#include "shaders/TileMapShader.hpp" #include "shaders/TileMapShader.hpp"
#include "shaders/LastPassShader.hpp" #include "shaders/LastPassShader.hpp"
#define USE_EDITOR //#define USE_EDITOR
using namespace TSE; using namespace TSE;
#if defined(TSE_GLFW) #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); wnd = new WindowGlfw(PROJECT_NAME, 800, 600, new OpenGLRenderingBackend(backColor, true, 8, true), WindowType::Maximized);
editor = new EditorSubsystem(cv); editor = new EditorSubsystem(cv);
#else #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 #endif
#elif defined(TSE_SDL3) #elif defined(TSE_SDL3)
#ifdef USE_EDITOR #ifdef USE_EDITOR
@@ -58,7 +58,7 @@ void SetupWindow()
wnd = new WindowSdl3(PROJECT_NAME, 800, 600, new OpenGLRenderingBackend(backColor, true, 8, true), WindowType::Maximized); wnd = new WindowSdl3(PROJECT_NAME, 800, 600, new OpenGLRenderingBackend(backColor, true, 8, true), WindowType::Maximized);
editor = new EditorSubsystem(cv); editor = new EditorSubsystem(cv);
#else #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
#endif #endif