One texture lagging behind the other SDL C++
Clash Royale CLAN TAG#URR8PPP
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
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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Please define "one lags behind the other".
– Jesper Juhl
Aug 12 at 15:22