- more timer cleanup

* store the frame time in the current screen buffer from where all render code can access it.
* replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim.
This commit is contained in:
Christoph Oelckers 2017-11-13 00:28:43 +01:00
commit 2c65f08011
24 changed files with 31 additions and 38 deletions

View file

@ -779,9 +779,9 @@ void D_Display ()
{
unsigned int nowtime = I_FPSTime();
TexMan.UpdateAnimations(nowtime);
R_UpdateSky(nowtime);
screen->FrameTime = I_FPSTime();
TexMan.UpdateAnimations(screen->FrameTime);
R_UpdateSky(screen->FrameTime);
switch (gamestate)
{
case GS_FULLCONSOLE:
@ -808,7 +808,7 @@ void D_Display ()
// [ZZ] execute event hook that we just started the frame
//E_RenderFrame();
//
Renderer->RenderView(&players[consoleplayer], nowtime);
Renderer->RenderView(&players[consoleplayer]);
if ((hw2d = screen->Begin2D(viewactive)))
{