mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-29 23:52:22 +00:00
e1a0bde5ee
This does mean that the gl and sw renderers can no longer call S_ExtraUpdate, but really, they shouldn't be anyway. And I seem to remember it not really helping (been way too long since quake ran that slowly for me).
74 lines
1.7 KiB
C
74 lines
1.7 KiB
C
/*
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r_tent.c
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rendering entities
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <math.h>
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#include <stdlib.h>
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#include "QF/scene/entity.h"
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#include "r_internal.h"
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float
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R_EntityBlend (animation_t *animation, int pose, float interval)
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{
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float blend;
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if (animation->nolerp) {
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animation->nolerp = 0;
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animation->pose1 = pose;
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animation->pose2 = pose;
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return 0.0;
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}
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animation->frame_interval = interval;
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if (animation->pose2 != pose) {
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animation->frame_start_time = vr_data.realtime;
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if (animation->pose2 == -1) {
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animation->pose1 = pose;
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} else {
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animation->pose1 = animation->pose2;
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}
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animation->pose2 = pose;
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blend = 0.0;
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} else if (vr_data.paused) {
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blend = 1.0;
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} else {
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blend = (vr_data.realtime - animation->frame_start_time)
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/ animation->frame_interval;
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blend = min (blend, 1.0);
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}
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return blend;
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}
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