- 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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@ -161,7 +161,7 @@ bool FRenderState::ApplyShader()
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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activeShader->muClipHeight.Set(mClipHeight);
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activeShader->muClipHeightDirection.Set(mClipHeightDirection);
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activeShader->muTimer.Set(gl_frameMS * mShaderTimer / 1000.f);
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activeShader->muTimer.Set(screen->FrameTime * mShaderTimer / 1000.f);
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activeShader->muAlphaThreshold.Set(mAlphaThreshold);
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activeShader->muLightIndex.Set(mLightIndex); // will always be -1 for now
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activeShader->muClipSplit.Set(mClipSplit);
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