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.
This commit is contained in:
2021-01-30 21:24:54 +01:00
parent b65b0bf034
commit 1f7a80d7d2
4 changed files with 11 additions and 4 deletions
+5 -2
View File
@@ -104,10 +104,10 @@ std::shared_ptr< Renderer > RenderObject::getRenderer() const {
void RenderObject::setSceneID( int id ) {
scene_id = id;
}
void RenderObject::copyTo(std::shared_ptr<RenderObject> other) {
void RenderObject::copyTo( std::shared_ptr< RenderObject > other ) {
other->collisions.clear();
for ( auto &colider : collisions ) {
other->collisions.push_back(colider->copySelf());
other->collisions.push_back( colider->copySelf() );
}
other->texture.reset();
if ( texture ) {
@@ -119,4 +119,7 @@ void RenderObject::copyTo(std::shared_ptr<RenderObject> other) {
}
other->colidedWith.clear();
}
void RenderObject::saveCurTexture() {
cur_texture = texture;
}
} // namespace SDLPP