- 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)
This commit is contained in:
Randy Heit 2006-05-18 01:42:50 +00:00
commit 6863938e67
10 changed files with 826 additions and 648 deletions

View file

@ -505,9 +505,9 @@ void FTextureManager::AddTiles (void *tiles)
}
speed = (anm >> 24) & 15;
speed = MAX (1, (1 << speed) * TICRATE / 120);
speed = MAX (1, (1 << speed) * 1000 / 120); // Convert from 120 Hz to 1000 Hz.
P_AddSimpleAnim (texnum, picanm[pic] & 63, type, speed);
R_AddSimpleAnim (texnum, picanm[pic] & 63, type, speed);
}
// Blood's rotation types: