One texture lagging behind the other SDL C++

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One texture lagging behind the other SDL C++



I have two textures which share the same position, but when rendered one lags behind the other. I have verified that they do share the same positions but printing them.



The code in my main loop looks like this:


objectOne.draw(window.renderer, timer.getDelta());
objectTwo.updatePosition(objectOne.get_x(),objectOne.get_y());
objectTwo.draw(window.renderer);
window.present();



Object one's draw:


void objectOne::draw(SDL_Renderer *_renderer, float delta)

getDeltaTime(delta);
input(_renderer);
move();

destination.x = _x;
destination.y = _y;



Object two's update position and draw function:


void objectTwo::updatePosition(int x, int y)

_x = x;
_y = y;


void objectTwo::draw(SDL_Renderer *_renderer)

destination.x = _x;
destination.y = _y;
SDL_RenderCopy(_renderer, twosTexture, NULL, &destination);



Images to give an idea of what I mean:
https://imgur.com/a/evNZv9T





Please define "one lags behind the other".
– Jesper Juhl
Aug 12 at 15:22





At a guess, it looks like you might be updating objectOne's destination after the render call, while objectTwo's destination is updated before. Hard to tell, though.
– 1201ProgramAlarm
Aug 12 at 15:49


objectOne


objectTwo





Where is the call that does the actual render for object one?
– divinas
Aug 12 at 17:10





Edit in a Minimal, Complete, and Verifiable example.
– genpfault
Aug 12 at 19:51









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