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[WIP] fix: invalidate rvalue instead of curr instance
Also, use props from `Transform` instead of from `SpriteRenderer`.
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2 files changed

+4
-4
lines changed

2 files changed

+4
-4
lines changed

src/Renderer/Sprite.cc

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -34,10 +34,10 @@ namespace volt::renderer {
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{
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// NOTE: leave the rvalue Sprite object in an invalid state (id <= 0), so when it gets destroyed (after it's moved)
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// it doesn't get unloaded from GPU's VRAM (i.e. leave the moved-from object as a hollow object (empty state)).
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m_width = 0;
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m_height = 0;
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s.m_width = 0;
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s.m_height = 0;
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s.m_data = {};
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m_name.clear();
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s.m_name.clear();
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}
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Sprite::~Sprite(void) {

src/Runtime/Scene.cc

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -65,7 +65,7 @@ namespace volt::runtime {
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m_worldID = b2CreateWorld(&worldDef);
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}
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ForAll<TransformComponent, Rigidbody2DComponent, renderer::SpriteRendererComponent>([this](auto e, auto &t, auto &rb, auto &sr) {
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rb.SetExtent({sr.scale * sr.sprite.width() * 0.5f, sr.scale * sr.sprite.height() * 0.5f});
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rb.SetExtent({t.scale * sr.sprite.width() * 0.5f, t.scale * sr.sprite.height() * 0.5f});
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b2BodyDef bodyDef { b2DefaultBodyDef() };
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bodyDef.type = static_cast<b2BodyType>(rb.type);
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bodyDef.gravityScale = rb.gravityScale;

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