- 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.
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0289d9ad9f
commit
93e9c383fa
7 changed files with 11 additions and 11 deletions
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@ -878,7 +878,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
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//
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//-----------------------------------------------------------------------------
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void FGLRenderer::RenderView (player_t* player)
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void FGLRenderer::RenderView (player_t* player, unsigned int nowtime)
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{
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checkBenchActive();
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@ -891,7 +891,7 @@ void FGLRenderer::RenderView (player_t* player)
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// Get this before everything else
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if (cl_capfps || r_NoInterpolate) r_viewpoint.TicFrac = 1.;
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else r_viewpoint.TicFrac = I_GetTimeFrac (&r_viewpoint.FrameTime);
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gl_frameMS = I_MSTime();
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gl_frameMS = nowtime;
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P_FindParticleSubsectors ();
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@ -984,7 +984,7 @@ void GLSceneDrawer::WriteSavePic (player_t *player, FileWriter *file, int width,
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struct FGLInterface : public FRenderer
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{
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void Precache(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist) override;
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void RenderView(player_t *player) override;
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void RenderView(player_t *player, unsigned int nowtime) override;
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void WriteSavePic (player_t *player, FileWriter *file, int width, int height) override;
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void StartSerialize(FSerializer &arc) override;
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void EndSerialize(FSerializer &arc) override;
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@ -1075,9 +1075,9 @@ void FGLInterface::WriteSavePic (player_t *player, FileWriter *file, int width,
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//
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//===========================================================================
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void FGLInterface::RenderView(player_t *player)
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void FGLInterface::RenderView(player_t *player, unsigned int nowtime)
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{
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GLRenderer->RenderView(player);
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GLRenderer->RenderView(player, nowtime);
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}
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//===========================================================================
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