fixed ordering problem, but have a wier flicker in non editor mode

This commit is contained in:
2026-05-03 22:09:23 +02:00
parent 7198e32a7f
commit b817a29356
5 changed files with 20 additions and 9 deletions

4
.vscode/tasks.json vendored
View File

@@ -109,7 +109,7 @@
{ {
"label": "build_debug_SDL3_linux", "label": "build_debug_SDL3_linux",
"dependsOn": [ "dependsOn": [
"build_release_SDL3_linux_cmake", "build_debug_SDL3_linux_cmake",
"make_linux" "make_linux"
], ],
"dependsOrder": "sequence", "dependsOrder": "sequence",
@@ -135,7 +135,7 @@
{ {
"label": "build_debug_GLFW_linux", "label": "build_debug_GLFW_linux",
"dependsOn": [ "dependsOn": [
"build_release_GLFW_linux_cmake", "build_debug_GLFW_linux_cmake",
"make_linux" "make_linux"
], ],
"dependsOrder": "sequence", "dependsOrder": "sequence",

View File

@@ -72,6 +72,13 @@ file(GLOB CPP_SOURCE
"${PROJECT_SOURCE_DIR}/TSE-RTS/src/*/*/*/*.c" "${PROJECT_SOURCE_DIR}/TSE-RTS/src/*/*/*/*.c"
) )
if(CMAKE_BUILD_TYPE STREQUAL "Debug")
message(STATUS "Debug build")
add_compile_options(-g)
else()
message(STATUS "Not a Debug build")
endif()
#project def #project def
add_executable(TSE-RTS ${CPP_SOURCE}) add_executable(TSE-RTS ${CPP_SOURCE})

2
TSE

Submodule TSE updated: 4fce05a927...4002030de8

View File

@@ -149,6 +149,7 @@ void game::setup(TSE::Scene* s, TSE::IWindow* wnd)
s->AddLayer(&characterLayer); s->AddLayer(&characterLayer);
Transformable* player = new Transformable("Player"); Transformable* player = new Transformable("Player");
player->position = Vector3(0,0,5);
Transformable* lastPassCamera = new Transformable("lastPassCamera"); Transformable* lastPassCamera = new Transformable("lastPassCamera");
Camera* lpCam = new Camera(); Camera* lpCam = new Camera();

View File

@@ -39,23 +39,26 @@ DefaultRendererOpenGL* rend = nullptr;
Scene* currentScene = nullptr; Scene* currentScene = nullptr;
Layer* planeteryLayer = nullptr; Layer* planeteryLayer = nullptr;
EditorSubsystem* editor; EditorSubsystem* editor;
ConsolView* cv;
void SetupWindow() void SetupWindow()
{ {
Color backColor(0.0f, 0.0f, 0.0f, 0.0f); Color backColor(0.0f, 0.0f, 0.0f, 0.0f);
#if defined(TSE_GLFW) #if defined(TSE_GLFW)
#ifdef USE_EDITOR #ifdef USE_EDITOR
wnd = new WindowGlfw(PROJECT_NAME, 800, 600, new OpenGLRenderingBackend(backColor, false, 8, true), WindowType::Maximized); cv = new ConsolView();
editor = new EditorSubsystem(); wnd = new WindowGlfw(PROJECT_NAME, 800, 600, new OpenGLRenderingBackend(backColor, true, 8, true), WindowType::Maximized);
editor = new EditorSubsystem(cv);
#else #else
wnd = new WindowGlfw(PROJECT_NAME, 1920, 1080, new OpenGLRenderingBackend(backColor, false, 8, false), WindowType::Fullscreen); wnd = new WindowGlfw(PROJECT_NAME, 1920, 1080, new OpenGLRenderingBackend(backColor, true, 8, false), WindowType::Fullscreen);
#endif #endif
#elif defined(TSE_SDL3) #elif defined(TSE_SDL3)
#ifdef USE_EDITOR #ifdef USE_EDITOR
wnd = new WindowSdl3(PROJECT_NAME, 800, 600, new OpenGLRenderingBackend(backColor, false, 8, true), WindowType::Maximized); cv = new ConsolView();
editor = new EditorSubsystem(); wnd = new WindowSdl3(PROJECT_NAME, 800, 600, new OpenGLRenderingBackend(backColor, true, 8, true), WindowType::Maximized);
editor = new EditorSubsystem(cv);
#else #else
wnd = new WindowSdl3(PROJECT_NAME, 1920, 1080, new OpenGLRenderingBackend(backColor, false, 8, false), WindowType::Fullscreen); wnd = new WindowSdl3(PROJECT_NAME, 1920, 1080, new OpenGLRenderingBackend(backColor, true, 8, false), WindowType::Fullscreen);
#endif #endif
#endif #endif