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.
This commit is contained in:
parent
8787905fed
commit
46d73e7b4b
8 changed files with 9 additions and 33 deletions
|
|
@ -54,7 +54,7 @@ extern TDeletingArray<FVoxelDef *> VoxelDefs;
|
|||
|
||||
DeletingModelArray Models;
|
||||
|
||||
void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor)
|
||||
void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *smf, AActor *actor, double ticFrac)
|
||||
{
|
||||
// Setup transformation.
|
||||
|
||||
|
|
@ -128,7 +128,7 @@ void FModelRenderer::RenderModel(float x, float y, float z, FSpriteModelFrame *s
|
|||
if (actor->renderflags & RF_INTERPOLATEANGLES)
|
||||
{
|
||||
// [Nash] use interpolated angles
|
||||
DRotator Angles = actor->InterpolatedAngles(r_viewpoint.TicFrac);
|
||||
DRotator Angles = actor->InterpolatedAngles(ticFrac);
|
||||
angle = Angles.Yaw.Degrees;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -60,7 +60,7 @@ class FModelRenderer
|
|||
public:
|
||||
virtual ~FModelRenderer() { }
|
||||
|
||||
void RenderModel(float x, float y, float z, FSpriteModelFrame *modelframe, AActor *actor);
|
||||
void RenderModel(float x, float y, float z, FSpriteModelFrame *modelframe, AActor *actor, double ticFrac);
|
||||
void RenderHUDModel(DPSprite *psp, float ofsx, float ofsy);
|
||||
|
||||
virtual ModelRendererType GetType() const = 0;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue