* store the frame time in the current screen buffer from where all render code can access it. * replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim. |
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| .. | ||
| gl_data.cpp | ||
| gl_data.h | ||
| gl_matrix.cpp | ||
| gl_matrix.h | ||
| gl_portaldata.cpp | ||
| gl_setup.cpp | ||
| gl_vertexbuffer.cpp | ||
| gl_vertexbuffer.h | ||