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:
Christoph Oelckers 2018-06-19 09:18:27 +02:00
commit 46d73e7b4b
8 changed files with 9 additions and 33 deletions

View file

@ -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;
}