- 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

@ -55,7 +55,7 @@
static inline float GetTimeFloat()
{
return (float)gl_frameMS * (float)TICRATE / 1000.0f;
return (float)screen->FrameTime * (float)TICRATE / 1000.0f;
}
CVAR(Bool, gl_interpolate_model_frames, true, CVAR_ARCHIVE)