- rename I_FPSTime function.

- now that the frame buffer stores its render time, the 'ms' return from I_GetTimeFrac is not needed anymore, we may just as well use the globally stored value instead.

The only feature this value was ever used for was texture warping.
This commit is contained in:
Christoph Oelckers 2017-11-13 00:54:32 +01:00
commit 0323f54384
14 changed files with 31 additions and 33 deletions

View file

@ -188,7 +188,7 @@ ADD_STAT(rendertimes)
{
static FString buff;
static int lasttime=0;
int t=I_FPSTime();
int t=I_msTime();
if (t-lasttime>1000)
{
buff.Truncate(0);
@ -226,7 +226,7 @@ void CheckBench()
{
// if we started the FPS counter ourselves or ran from the console
// we need to wait for it to stabilize before using it.
if (waitstart > 0 && I_FPSTime() - waitstart < 5000) return;
if (waitstart > 0 && I_msTime() - waitstart < 5000) return;
FString compose;
@ -257,12 +257,12 @@ CCMD(bench)
if (vid_fps == 0)
{
vid_fps = 1;
waitstart = I_FPSTime();
waitstart = I_msTime();
switchfps = true;
}
else
{
if (ConsoleState == c_up) waitstart = I_FPSTime();
if (ConsoleState == c_up) waitstart = I_msTime();
switchfps = false;
}
C_HideConsole ();