- 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
|
|
@ -751,7 +751,7 @@ static double QuakePower(double factor, double intensity, double offset)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor *actor, unsigned int renderTime)
|
||||
void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor *actor)
|
||||
{
|
||||
if (actor == NULL)
|
||||
{
|
||||
|
|
@ -982,7 +982,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
|
|||
|
||||
if (hom == 3)
|
||||
{
|
||||
hom = ((renderTime / 128) & 1) + 1;
|
||||
hom = ((screen->FrameTime / 128) & 1) + 1;
|
||||
}
|
||||
if (hom == 1)
|
||||
{
|
||||
|
|
@ -994,7 +994,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
|
|||
}
|
||||
else if (hom == 4)
|
||||
{
|
||||
color = (renderTime / 32) & 255;
|
||||
color = (screen->FrameTime / 32) & 255;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue