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- renamed RF_INTERPOLATE to RF_INTERPOLATEANGLES to avoid confusion about its meaning.
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3 changed files with 3 additions and 3 deletions
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@ -424,7 +424,7 @@ enum ActorRenderFlag
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RF_MASKROTATION = 0x00200000, // [MC] Only draw the actor when viewed from a certain angle range.
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RF_ABSMASKANGLE = 0x00400000, // [MC] The mask rotation does not offset by the actor's angle.
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RF_ABSMASKPITCH = 0x00800000, // [MC] The mask rotation does not offset by the actor's pitch.
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RF_INTERPOLATE = 0x01000000, // [MC] Allow interpolation of the actor's angle, pitch and roll.
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RF_INTERPOLATEANGLES = 0x01000000, // [MC] Allow interpolation of the actor's angle, pitch and roll.
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RF_FORCEYBILLBOARD = 0x10000, // [BB] OpenGL only: draw with y axis billboard, i.e. anchored to the floor (overrides gl_billboard_mode setting)
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RF_FORCEXYBILLBOARD = 0x20000, // [BB] OpenGL only: draw with xy axis billboard, i.e. unanchored (overrides gl_billboard_mode setting)
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@ -1012,7 +1012,7 @@ void gl_RenderModel(GLSprite * spr)
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// Model space => World space
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gl_RenderState.mModelMatrix.translate(spr->x, spr->z, spr->y );
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if (spr->actor->renderflags & RF_INTERPOLATE)
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if (spr->actor->renderflags & RF_INTERPOLATEANGLES)
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{
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// [Nash] use interpolated angles
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DRotator Angles = spr->actor->InterpolatedAngles(r_TicFracF);
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@ -738,7 +738,7 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal)
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if (clipres == GLPortal::PClip_InFront) return;
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}
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// disabled because almost none of the actual game code is even remotely prepared for this. If desired, use the INTERPOLATE flag.
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if (thing->renderflags & RF_INTERPOLATE)
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if (thing->renderflags & RF_INTERPOLATEANGLES)
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Angles = thing->InterpolatedAngles(r_TicFracF);
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else
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Angles = thing->Angles;
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