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don't run SDL_RenderPresent in I_UpdateRender (#1077)
SDL's rendering functions operate on a backbuffer, the backbuffer should be considered invalidated after each present; do not assume that previous contents will exist between frames. Documentation: https://wiki.libsdl.org/SDL2/SDL_RenderPresent
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@ -421,8 +421,6 @@ static inline void I_UpdateRender (void)
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{
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SDL_RenderCopy(renderer, texture, NULL, NULL);
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}
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SDL_RenderPresent(renderer);
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}
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static void I_DrawDiskIcon(), I_RestoreDiskBackground();
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@ -508,6 +506,8 @@ void I_FinishUpdate(void)
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I_UpdateRender();
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SDL_RenderPresent(renderer);
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if (uncapped)
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{
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if (fpslimit >= TICRATE)
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