Fixed two critical bugs preventing multiple textured sprites from rendering correctly: 1. **setState consumed by submit**: Render state was set once at the beginning, but bgfx consumes state at each submit(). Batches 2+ had no state → invisible. FIX: Call setState() before EACH batch, not once globally. 2. **Buffer overwrite race condition**: updateBuffer() is immediate but submit() is deferred. When batch 2 called updateBuffer(), it overwrote batch 1's data BEFORE bgfx executed the draw calls. All batches used the last batch's data → all sprites rendered at the same position (superimposed). FIX: Use transient buffers (one per batch, frame-local) instead of reusing the same dynamic buffer. Each batch gets its own isolated memory. Changes: - SpritePass: setState before each batch + transient buffer allocation per batch - UIRenderer: Retained mode rendering (render:sprite:add/update/remove) - test_ui_showcase: Added 3 textured buttons demo section - test_3buttons_minimal: Minimal test case for multi-texture debugging Tested: 3 textured buttons now render at correct positions with correct textures. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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| assets/textures | ||
| benchmarks | ||
| demo | ||
| helpers | ||
| hotreload | ||
| integration | ||
| mocks | ||
| modules | ||
| unit | ||
| visual | ||
| CMakeLists.txt | ||
| profile_memory_leak.cpp | ||