Block animation speed fix
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@@ -25,13 +25,17 @@ void TextureAnimator::update(float delta) {
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frameBuffer->bind();
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frameBuffer->bind();
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for (auto& elem : animations) {
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for (auto& elem : animations) {
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if (changedTextures.find(elem.dstTexture->id) == changedTextures.end()) changedTextures.insert(elem.dstTexture->id);
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elem.timer += delta;
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elem.timer -= delta;
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size_t frameNum = elem.currentFrame;
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Frame& frame = elem.frames[elem.currentFrame];
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Frame frame = elem.frames[elem.currentFrame];
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if (elem.timer <= 0) {
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while (elem.timer >= frame.duration) {
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elem.timer = frame.duration;
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elem.timer -= frame.duration;
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elem.currentFrame++;
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elem.currentFrame++;
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if (elem.currentFrame >= elem.frames.size()) elem.currentFrame = 0;
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if (elem.currentFrame >= elem.frames.size()) elem.currentFrame = 0;
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frame = elem.frames[elem.currentFrame];
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}
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if (frameNum != elem.currentFrame){
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if (changedTextures.find(elem.dstTexture->id) == changedTextures.end()) changedTextures.insert(elem.dstTexture->id);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, elem.srcTexture->id, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, elem.srcTexture->id, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, elem.dstTexture->id, 0);
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glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, elem.dstTexture->id, 0);
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