PresentModeTest: Try to make screen tearing more visible
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501e779be4
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25957c4b7f
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@ -100,7 +100,12 @@ int main()
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entt::handle spriteEntity = world.CreateEntity();
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{
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std::shared_ptr<Nz::Sprite> sprite = std::make_shared<Nz::Sprite>(Nz::MaterialInstance::GetDefault(Nz::MaterialType::Basic));
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sprite->SetSize({ 128.f, 128.f });
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sprite->SetCornerColor(Nz::RectCorner::LeftTop, Nz::Color::Red());
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sprite->SetCornerColor(Nz::RectCorner::RightTop, Nz::Color::Red());
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sprite->SetCornerColor(Nz::RectCorner::LeftBottom, Nz::Color::Green());
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sprite->SetCornerColor(Nz::RectCorner::RightBottom, Nz::Color::Green());
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sprite->SetOrigin({ 0.5f, 0.5f });
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sprite->SetSize({ 128.f, float(windowSize.y) });
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spriteEntity.emplace<Nz::NodeComponent>();
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spriteEntity.emplace<Nz::GraphicsComponent>(sprite);
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@ -160,7 +165,7 @@ int main()
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float delta = (accumulatorTime.AsSeconds() / timeToMove.AsSeconds());
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spriteEntity.get<Nz::NodeComponent>().SetPosition(Nz::Lerp(0.f, windowSize.x - 128.f, delta * delta * (3.f - 2.f * delta)), windowSize.y / 2.f - 128.f / 2.f, 0.f);
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spriteEntity.get<Nz::NodeComponent>().SetPosition(Nz::Lerp(128.f / 2.f, windowSize.x - 128.f / 2.f, delta * delta * (3.f - 2.f * delta)), windowSize.y / 2.f, 0.f);
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// Limit FPS
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if (limitFps)
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