From 16fa0cba214b3b12faad22a055be4b00506fbb5f Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 15 Nov 2017 18:02:41 +0100 Subject: [PATCH] - fixed comparison. The timer reset must also occur when the values are equal, meaning they got set during the same millisecond. --- src/gl/renderer/gl_renderstate.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/gl/renderer/gl_renderstate.cpp b/src/gl/renderer/gl_renderstate.cpp index fe4af882f..c37ccbb99 100644 --- a/src/gl/renderer/gl_renderstate.cpp +++ b/src/gl/renderer/gl_renderstate.cpp @@ -122,7 +122,7 @@ bool FRenderState::ApplyShader() static uint64_t firstFrame = 0; // if firstFrame is not yet initialized, initialize it to current time // if we're going to overflow a float (after ~4.6 hours, or 24 bits), re-init to regain precision - if ((firstFrame == 0) || (screen->FrameTime - firstFrame >= 1<<24) || level.ShaderStartTime > firstFrame) + if ((firstFrame == 0) || (screen->FrameTime - firstFrame >= 1<<24) || level.ShaderStartTime >= firstFrame) firstFrame = screen->FrameTime; static const float nulvec[] = { 0.f, 0.f, 0.f, 0.f };