- get the timer used for animation only once at the very beginning of the frame and pass it on to the renderer to avoid any dependencies on the timer's implementation.

This commit is contained in:
Christoph Oelckers 2017-11-12 18:51:11 +01:00
commit 93e9c383fa
7 changed files with 11 additions and 11 deletions

View file

@ -878,7 +878,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
//
//-----------------------------------------------------------------------------
void FGLRenderer::RenderView (player_t* player)
void FGLRenderer::RenderView (player_t* player, unsigned int nowtime)
{
checkBenchActive();
@ -891,7 +891,7 @@ void FGLRenderer::RenderView (player_t* player)
// Get this before everything else
if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
else r_viewpoint.TicFrac = I_GetTimeFrac (&r_viewpoint.FrameTime);
gl_frameMS = I_MSTime();
gl_frameMS = nowtime;
P_FindParticleSubsectors ();
@ -984,7 +984,7 @@ void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width,
struct FGLInterface : public FRenderer
{
void Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist) override;
void RenderView(player_t *player) override;
void RenderView(player_t *player, unsigned int nowtime) override;
void WriteSavePic (player_t *player, FileWriter *file, int width, int height) override;
void StartSerialize(FSerializer &arc) override;
void EndSerialize(FSerializer &arc) override;
@ -1075,9 +1075,9 @@ void FGLInterface::WriteSavePic (player_t *player, FileWriter *file, int width,
//
//===========================================================================
void FGLInterface::RenderView(player_t *player)
void FGLInterface::RenderView(player_t *player, unsigned int nowtime)
{
GLRenderer->RenderView(player);
GLRenderer->RenderView(player, nowtime);
}
//===========================================================================