SDLPP: Don't save textures before render
Since textures should only be manipulated in the main thread (as well as rendering), let programmers deal with ensuring the texture is available during rendercopy
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@@ -119,7 +119,4 @@ 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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