tex
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@@ -64,7 +64,7 @@ namespace Game::Object {
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&dst,
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mTransform.rotation,
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¢er,
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SDL_FLIP_NONE
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mIsFlipped ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE
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);
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} else {
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// Tiled rendering - render the texture repeatedly to fill the area defined by the entity's transform
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@@ -89,7 +89,7 @@ namespace Game::Object {
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&dst,
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mTransform.rotation,
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nullptr, // No rotation center since each tile is rendered independently
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SDL_FLIP_NONE
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mIsFlipped ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE
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);
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dst.y += dst.h; // Move down for the next tile in the column
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}
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