Pass ticFrac to the model renderer as a parameter
This also removes the rather pointless gl_RenderModel functions because with their two lines of content they can just be placed inline.
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8 changed files with 9 additions and 33 deletions
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@ -338,27 +338,3 @@ void FModelVertexBuffer::SetupFrame(FModelRenderer *renderer, unsigned int frame
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}
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}
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}
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//===========================================================================
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//
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// gl_RenderModel
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//
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//===========================================================================
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void gl_RenderModel(GLSprite * spr, int mli)
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{
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FGLModelRenderer renderer(mli);
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renderer.RenderModel(spr->x, spr->y, spr->z, spr->modelframe, spr->actor);
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}
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//===========================================================================
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//
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// gl_RenderHUDModel
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//
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//===========================================================================
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void gl_RenderHUDModel(DPSprite *psp, float ofsX, float ofsY, int mli)
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{
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FGLModelRenderer renderer(mli);
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renderer.RenderHUDModel(psp, ofsX, ofsY);
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}
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