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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@@ -1,6 +1,7 @@
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#include "Camera.hpp"
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#include "Camera.hpp"
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#include "elements/Transformable.hpp"
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#include "elements/Transformable.hpp"
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#include "interfaces/IRenderer.hpp"
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#include "interfaces/IRenderer.hpp"
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#include "interfaces/IWindow.hpp"
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#include "uuid.h"
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#include "uuid.h"
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TSE::Camera* TSE::Camera::mainCamera = nullptr;
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TSE::Camera* TSE::Camera::mainCamera = nullptr;
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@@ -213,5 +214,8 @@ void TSE::Camera::Unbind()
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void TSE::Camera::UpdateRenderTarget()
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void TSE::Camera::UpdateRenderTarget()
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{
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{
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if (dynamic_cast<IWindow*>(rt) == nullptr)
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{
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rt->Update();
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rt->Update();
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}
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}
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}
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