render fix
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44a7f6ab90
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@ -90,12 +90,19 @@ void Engine::run()
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}
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}
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}
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}
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render();
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// render
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g_graphics.beginRender();
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if(m_currentState)
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m_currentState->render();
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UIContainer::getRootContainer()->render();
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// render fps
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// render fps
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if(m_calculateFps)
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if(m_calculateFps)
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defaultFont->renderText(fpsText, Point(g_graphics.getScreenSize().width() - fpsTextSize.width() - 10, 10));
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defaultFont->renderText(fpsText, Point(g_graphics.getScreenSize().width() - fpsTextSize.width() - 10, 10));
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g_graphics.endRender();
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// swap buffers
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// swap buffers
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Platform::swapBuffers();
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Platform::swapBuffers();
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}
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}
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@ -119,15 +126,6 @@ void Engine::changeState(GameState* newState)
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m_currentState->onEnter();
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m_currentState->onEnter();
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}
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}
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void Engine::render()
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{
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g_graphics.beginRender();
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if(m_currentState)
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m_currentState->render();
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UIContainer::getRootContainer()->render();
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g_graphics.endRender();
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}
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void Engine::onClose()
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void Engine::onClose()
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{
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{
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if(m_currentState)
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if(m_currentState)
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@ -65,9 +65,6 @@ public:
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int getCurrentFrameTicks() const { return m_lastFrameTicks; }
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int getCurrentFrameTicks() const { return m_lastFrameTicks; }
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private:
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private:
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/// Called to render every frame
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void render();
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bool m_stopping;
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bool m_stopping;
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bool m_running;
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bool m_running;
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bool m_calculateFps;
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bool m_calculateFps;
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@ -41,6 +41,7 @@ void Graphics::init()
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glShadeModel(GL_SMOOTH);
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glShadeModel(GL_SMOOTH);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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logInfo("GPU %s", (const char*)glGetString(GL_RENDERER));
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logInfo("GPU %s", (const char*)glGetString(GL_RENDERER));
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logInfo("OpenGL %s", (const char*)glGetString(GL_VERSION));
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logInfo("OpenGL %s", (const char*)glGetString(GL_VERSION));
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@ -115,7 +116,6 @@ void Graphics::restoreViewport()
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void Graphics::beginRender()
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void Graphics::beginRender()
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{
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{
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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glLoadIdentity();
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glLoadIdentity();
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