- Texture animation improvements:
* Animations are now millisecond-accurate, so delays in ANIMDEFS can have
fractional parts.
* Cleaned up the animation code and moved it into r_anim.cpp.
* Blood's oscillating texture animations are now available for use by actual
supported games by adding the word "oscillate" after a "range" definition
in ANIMDEFS.
* Not exactly texture animation, but it's handled in the same function as
texture animations: Scrolling skies also have millisecond precision.
SVN r125 (trunk)
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10 changed files with 826 additions and 648 deletions
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@ -785,5 +785,4 @@ CCMD(changesky)
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sky1texture = TexMan.GetTexture (sky1name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
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}
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R_InitSkyMap ();
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sky1pos = sky2pos = 0;
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}
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