try to remove some "flickering" by using setActive(false)/setActive() and adding
a glFlush...
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@@ -621,7 +621,7 @@ void draw_text_bar() {
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}
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void put_text_bar(std::string str) {
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text_bar_gworld.setActive();
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text_bar_gworld.setActive(false);
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auto& bar_gw = *ResMgr::graphics.get("textbar");
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rect_draw_some_item(bar_gw, rectangle(bar_gw), text_bar_gworld, rectangle(bar_gw));
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TextStyle style;
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@@ -658,12 +658,14 @@ void put_text_bar(std::string str) {
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}
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}
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text_bar_gworld.setActive();
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text_bar_gworld.display();
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}
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void refresh_text_bar() {
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mainPtr.setActive();
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mainPtr.setActive(false);
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rect_draw_some_item(text_bar_gworld.getTexture(), rectangle(text_bar_gworld), mainPtr, win_to_rects[WINRECT_STATUS]);
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mainPtr.setActive();
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}
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// this is used for determinign whether to round off walkway corners
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@@ -1561,7 +1563,7 @@ void draw_targeting_line(location where_curs) {
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if((can_see_light(from_loc,which_space,sight_obscurity) < 5)
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&& (dist(from_loc,which_space) <= current_spell_range)) {
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mainPtr.setActive();
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mainPtr.setActive(false);
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clip_rect(mainPtr, on_screen_terrain_area);
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draw_line(mainPtr, where_curs, location(xBound, yBound), 2, {128,128,128}, sf::BlendAdd);
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redraw_rect.left = min(where_curs.x,xBound) - 4;
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@@ -1602,6 +1604,7 @@ void draw_targeting_line(location where_curs) {
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}
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redraw_rect2.inset(-5,-5);
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mainPtr.setActive();
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undo_clip(mainPtr);
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}
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}
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