- renamed RF_INTERPOLATE to RF_INTERPOLATEANGLES to avoid confusion about its meaning.

This commit is contained in:
Christoph Oelckers 2017-02-01 19:11:14 +01:00
parent d55f1d3f6f
commit 6bfbff2a69
3 changed files with 3 additions and 3 deletions

View file

@ -424,7 +424,7 @@ enum ActorRenderFlag
RF_MASKROTATION = 0x00200000, // [MC] Only draw the actor when viewed from a certain angle range.
RF_ABSMASKANGLE = 0x00400000, // [MC] The mask rotation does not offset by the actor's angle.
RF_ABSMASKPITCH = 0x00800000, // [MC] The mask rotation does not offset by the actor's pitch.
RF_INTERPOLATE = 0x01000000, // [MC] Allow interpolation of the actor's angle, pitch and roll.
RF_INTERPOLATEANGLES = 0x01000000, // [MC] Allow interpolation of the actor's angle, pitch and roll.
RF_FORCEYBILLBOARD = 0x10000, // [BB] OpenGL only: draw with y axis billboard, i.e. anchored to the floor (overrides gl_billboard_mode setting)
RF_FORCEXYBILLBOARD = 0x20000, // [BB] OpenGL only: draw with xy axis billboard, i.e. unanchored (overrides gl_billboard_mode setting)

View file

@ -1012,7 +1012,7 @@ void gl_RenderModel(GLSprite * spr)
// Model space => World space
gl_RenderState.mModelMatrix.translate(spr->x, spr->z, spr->y );
if (spr->actor->renderflags & RF_INTERPOLATE)
if (spr->actor->renderflags & RF_INTERPOLATEANGLES)
{
// [Nash] use interpolated angles
DRotator Angles = spr->actor->InterpolatedAngles(r_TicFracF);

View file

@ -738,7 +738,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
if (clipres == GLPortal::PClip_InFront) return;
}
// disabled because almost none of the actual game code is even remotely prepared for this. If desired, use the INTERPOLATE flag.
if (thing->renderflags & RF_INTERPOLATE)
if (thing->renderflags & RF_INTERPOLATEANGLES)
Angles = thing->InterpolatedAngles(r_TicFracF);
else
Angles = thing->Angles;