- 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.
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24 changed files with 31 additions and 38 deletions
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@ -55,7 +55,7 @@
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static inline float GetTimeFloat()
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{
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return (float)gl_frameMS * (float)TICRATE / 1000.0f;
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return (float)screen->FrameTime * (float)TICRATE / 1000.0f;
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}
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CVAR(Bool, gl_interpolate_model_frames, true, CVAR_ARCHIVE)
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