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
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2
TSE
2
TSE
Submodule TSE updated: 4002030de8...a8c28bcb24
@@ -145,6 +145,8 @@ void game::setup(TSE::Scene* s, TSE::IWindow* wnd)
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//RenderingLayer
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characterLayer.SetNonVisual(true);
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s->AddLayer(&renderingLayer);
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s->AddLayer(&characterLayer);
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@@ -23,7 +23,7 @@
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#include "shaders/TileMapShader.hpp"
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#include "shaders/LastPassShader.hpp"
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#define USE_EDITOR
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//#define USE_EDITOR
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using namespace TSE;
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#if defined(TSE_GLFW)
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@@ -50,7 +50,7 @@ void SetupWindow()
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wnd = new WindowGlfw(PROJECT_NAME, 800, 600, new OpenGLRenderingBackend(backColor, true, 8, true), WindowType::Maximized);
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editor = new EditorSubsystem(cv);
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#else
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wnd = new WindowGlfw(PROJECT_NAME, 1920, 1080, new OpenGLRenderingBackend(backColor, true, 8, false), WindowType::Fullscreen);
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wnd = new WindowGlfw(PROJECT_NAME, 1920, 1080, new OpenGLRenderingBackend(backColor, true, 8, false), WindowType::Maximized);
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#endif
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#elif defined(TSE_SDL3)
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#ifdef USE_EDITOR
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@@ -58,7 +58,7 @@ void SetupWindow()
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wnd = new WindowSdl3(PROJECT_NAME, 800, 600, new OpenGLRenderingBackend(backColor, true, 8, true), WindowType::Maximized);
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editor = new EditorSubsystem(cv);
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#else
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wnd = new WindowSdl3(PROJECT_NAME, 1920, 1080, new OpenGLRenderingBackend(backColor, true, 8, false), WindowType::Fullscreen);
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wnd = new WindowSdl3(PROJECT_NAME, 1920, 1080, new OpenGLRenderingBackend(backColor, true, 8, false), WindowType::Maximized);
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#endif
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#endif
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