- 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

@ -1045,6 +1045,7 @@ void R_SetupFrame (AActor *actor)
iview->otic = nowtic;
}
R_UpdateAnimations (I_MSTime());
r_TicFrac = I_GetTimeFrac (&r_FrameTime);
if (cl_capfps || r_NoInterpolate)
{