From 1665569326aa27f3d1886d91dcae198d857f46e70b68a0a19072d2eabb9b02ae Mon Sep 17 00:00:00 2001 From: Mexpert_RPO Date: Tue, 5 May 2026 13:27:32 +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_Core/src/BehaviourScripts/Camera.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/TSE_Core/src/BehaviourScripts/Camera.cpp b/TSE_Core/src/BehaviourScripts/Camera.cpp index 60c7b59..a0a0d47 100644 --- a/TSE_Core/src/BehaviourScripts/Camera.cpp +++ b/TSE_Core/src/BehaviourScripts/Camera.cpp @@ -1,6 +1,7 @@ #include "Camera.hpp" #include "elements/Transformable.hpp" #include "interfaces/IRenderer.hpp" +#include "interfaces/IWindow.hpp" #include "uuid.h" TSE::Camera* TSE::Camera::mainCamera = nullptr; @@ -213,5 +214,8 @@ void TSE::Camera::Unbind() void TSE::Camera::UpdateRenderTarget() { - rt->Update(); + if (dynamic_cast(rt) == nullptr) + { + rt->Update(); + } }