* 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_2ddrawer.cpp | ||
| gl_2ddrawer.h | ||
| gl_colormap.h | ||
| gl_lightdata.cpp | ||
| gl_lightdata.h | ||
| gl_postprocess.cpp | ||
| gl_postprocessstate.cpp | ||
| gl_postprocessstate.h | ||
| gl_quaddrawer.cpp | ||
| gl_quaddrawer.h | ||
| gl_renderbuffers.cpp | ||
| gl_renderbuffers.h | ||
| gl_renderer.cpp | ||
| gl_renderer.h | ||
| gl_renderstate.cpp | ||
| gl_renderstate.h | ||