mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-22 12:41:21 +00:00
Qcommon_Frame(): Make pfps and rfps floats
should be more precise when converting to microseconds
This commit is contained in:
parent
502ff345c3
commit
f95b5e7725
1 changed files with 6 additions and 6 deletions
|
@ -428,10 +428,10 @@ Qcommon_Frame(int usec)
|
|||
int time_after;
|
||||
|
||||
// Target packetframerate.
|
||||
int pfps;
|
||||
float pfps;
|
||||
|
||||
//Target renderframerate.
|
||||
int rfps;
|
||||
// Target renderframerate.
|
||||
float rfps;
|
||||
|
||||
// Time since last packetframe in microsec.
|
||||
static int packetdelta = 1000000;
|
||||
|
@ -553,7 +553,7 @@ Qcommon_Frame(int usec)
|
|||
// use vid_maxfps if it looks like the user really means it to be different from refreshRate
|
||||
if (vid_maxfps->value < refreshrate - 2 )
|
||||
{
|
||||
rfps = (int)vid_maxfps->value;
|
||||
rfps = vid_maxfps->value;
|
||||
// we can't have more packet frames than render frames, so limit pfps to rfps
|
||||
pfps = (cl_maxfps->value > rfps) ? rfps : cl_maxfps->value;
|
||||
}
|
||||
|
@ -574,7 +574,7 @@ Qcommon_Frame(int usec)
|
|||
}
|
||||
else
|
||||
{
|
||||
rfps = (int)vid_maxfps->value;
|
||||
rfps = vid_maxfps->value;
|
||||
// we can't have more packet frames than render frames, so limit pfps to rfps
|
||||
pfps = (cl_maxfps->value > rfps) ? rfps : cl_maxfps->value;
|
||||
}
|
||||
|
@ -586,7 +586,7 @@ Qcommon_Frame(int usec)
|
|||
// packet framerates between about 45 and 90 should be ok,
|
||||
// with other values the game (esp. movement/clipping) can become glitchy
|
||||
// as pfps must be <= rfps, for rfps < 90 just use that as pfps
|
||||
if (rfps < 90)
|
||||
if (rfps < 90.0f)
|
||||
{
|
||||
pfps = rfps;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue