From 7c5e3fb67719d819207dcaa76992c31b59e05c36 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Mon, 30 Jan 2017 14:18:42 +0100 Subject: [PATCH] - disabled angular interpolation again. This can only be used if the entirety of the game code is aware and dealing with this properly. However, that isn't the case so the amount of glitches this causes far exceeds the number of desired interpolations. --- src/gl/scene/gl_sprite.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/gl/scene/gl_sprite.cpp b/src/gl/scene/gl_sprite.cpp index 4f5e1a4c3..e4c9f45af 100644 --- a/src/gl/scene/gl_sprite.cpp +++ b/src/gl/scene/gl_sprite.cpp @@ -737,7 +737,8 @@ void GLSprite::Process(AActor* thing, sector_t * sector, int thruportal) int clipres = GLRenderer->mClipPortal->ClipPoint(thingpos); if (clipres == GLPortal::PClip_InFront) return; } - Angles = thing->InterpolatedAngles(r_TicFracF); + // disabled because almost none of the actual game code is even remotely prepared for this. Sorry for the few cases where it may be desired, but the overall effect is too bad. + Angles = thing->Angles;// InterpolatedAngles(r_TicFracF); player_t *player = &players[consoleplayer]; FloatRect r;