- 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.
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14 changed files with 31 additions and 33 deletions
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@ -3938,7 +3938,7 @@ void P_SetupLevel (const char *lumpname, int position)
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{
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BuildGLNodes = RequireGLNodes || multiplayer || demoplayback || demorecording || genglnodes;
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startTime = I_FPSTime ();
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startTime = I_msTime ();
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TArray<FNodeBuilder::FPolyStart> polyspots, anchors;
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P_GetPolySpots (map, polyspots, anchors);
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FNodeBuilder::FLevel leveldata =
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@ -3954,7 +3954,7 @@ void P_SetupLevel (const char *lumpname, int position)
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// if the different machines' am_textured setting differs.
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FNodeBuilder builder (leveldata, polyspots, anchors, BuildGLNodes);
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builder.Extract (level);
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endTime = I_FPSTime ();
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endTime = I_msTime ();
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DPrintf (DMSG_NOTIFY, "BSP generation took %.3f sec (%d segs)\n", (endTime - startTime) * 0.001, level.segs.Size());
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oldvertextable = builder.GetOldVertexTable();
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reloop = true;
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