I have set up a SDL2 renderer and I have two textures that I am trying to draw onto the screen. When I do this separately, its working fine. But when I draw both of them together, the texture is flickering. Is it an issue with the back buffer? Is there anything else I need to do to enable the double buffer?
Here's what I'm doing:
Renderer::m_Renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (Renderer::m_Renderer == nullptr){
SDL_DestroyWindow(win);
std::cout << "SDL_CreateRenderer Error: " << SDL_GetError() << std::endl;
SDL_Quit();
}
while (!m_bQuit) {
m_tCurrentFrameTime = clock();
// Input
while (SDL_PollEvent(&m_Event)) {
switch (m_Event.type) {
case SDL_QUIT:
m_bQuit = true;
break;
default:
break;
}
}
// Update
SDL_RenderCopyEx(m_Renderer, m_tBackgroundTexture, NULL, &m_rRect, m_fRotation, NULL, SDL_FLIP_NONE);
SDL_RenderPresent(Renderer::getRenderer());
SDL_RenderCopyEx(m_Renderer, m_tCharacterTexture, NULL, &m_rRect, m_fRotation, NULL, SDL_FLIP_NONE);
SDL_RenderPresent(m_Renderer);
// Clear screen
SDL_RenderClear(m_Renderer);
}
Render both of the textures then SDL_RenderPresent()
, not a SDL_RenderPresent()
per.
So:
SDL_RenderCopyEx(m_Renderer, m_tBackgroundTexture, NULL, &m_rRect, m_fRotation, NULL, SDL_FLIP_NONE);
SDL_RenderCopyEx(m_Renderer, m_tCharacterTexture, NULL, &m_rRect, m_fRotation, NULL, SDL_FLIP_NONE);
SDL_RenderPresent(m_Renderer);
// Clear screen
SDL_RenderClear(m_Renderer);