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