- 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

@ -870,7 +870,7 @@ void DFrameBuffer::DrawRateStuff ()
// Draws frame time and cumulative fps
if (vid_fps)
{
uint32_t ms = I_FPSTime();
uint32_t ms = screen->FrameTime;
uint32_t howlong = ms - LastMS;
if ((signed)howlong >= 0)
{