- 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:
parent
e94109f1c3
commit
2c65f08011
24 changed files with 31 additions and 38 deletions
|
|
@ -55,7 +55,6 @@
|
|||
#include "gl/gl_functions.h"
|
||||
|
||||
GLRenderSettings glset;
|
||||
long gl_frameMS;
|
||||
|
||||
EXTERN_CVAR(Int, gl_lightmode)
|
||||
EXTERN_CVAR(Bool, gl_brightfog)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue