SDLPP: Save texture before rendering
In some cases texture might be changed after render() has been called but before renderer presented the render, causing errors.
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@@ -104,10 +104,10 @@ std::shared_ptr< Renderer > RenderObject::getRenderer() const {
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void RenderObject::setSceneID( int id ) {
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scene_id = id;
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}
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void RenderObject::copyTo(std::shared_ptr<RenderObject> other) {
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void RenderObject::copyTo( std::shared_ptr< RenderObject > other ) {
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other->collisions.clear();
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for ( auto &colider : collisions ) {
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other->collisions.push_back(colider->copySelf());
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other->collisions.push_back( colider->copySelf() );
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}
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other->texture.reset();
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if ( texture ) {
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@@ -119,4 +119,7 @@ void RenderObject::copyTo(std::shared_ptr<RenderObject> other) {
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}
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other->colidedWith.clear();
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}
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void RenderObject::saveCurTexture() {
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cur_texture = texture;
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}
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} // namespace SDLPP
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