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03ed0656e1
This fixes two issues: * timer related texture animations are not being recreated multiple times if a scene renders multiple viewpoints (e.g. camera textures or portals.) * interpolation is smoother when maps have a high think time of multiple milliseconds. A good map to see the difference would be ZDCMP2 which has a think time of 4-5 milliseconds. With the timer taken in real time after the thinkers have run and VSync on this resulted in alternating time slices of 11 and 21 ms between frame interpolations instead of an even 16 as should be done for smooth 60 fps because roughly every second frame was offset by those 5 ms. |
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.. | ||
crashcatcher.c | ||
critsec.cpp | ||
hardware.cpp | ||
i_gui.cpp | ||
i_input.cpp | ||
i_joystick.cpp | ||
i_main.cpp | ||
i_system.cpp | ||
i_system.mm | ||
i_timer.cpp | ||
sdlglvideo.cpp | ||
sdlglvideo.h | ||
sdlvideo.cpp | ||
sdlvideo.h | ||
st_start.cpp |