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https://github.com/ZDoom/raze-gles.git
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More consistent console scroll speed (especially with a low framerate)
This still seems to screw up sometimes. git-svn-id: https://svn.eduke32.com/eduke32@449 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
c4868aa2b6
commit
d6aa1e6c85
2 changed files with 26 additions and 14 deletions
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@ -730,21 +730,32 @@ void OSD_Draw(void)
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osdscroll = 0;
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osdscroll = 0;
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else
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else
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{
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{
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/*
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int i = getticks();
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if (!osdscrtime) osdscrtime = i;
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int i = getticks(), j;
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*/
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if ((osdrowscur < osdrows && osdscroll == 1) || osdrowscur < -1)
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if ((osdrowscur < osdrows && osdscroll == 1) || osdrowscur < -1)
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osdrowscur += 1;//(i-osdscrtime)>>3;
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{
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j = (i-osdscrtime);
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while (j > -1)
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{
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osdrowscur++;
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j -= 10;
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if (osdrowscur > osdrows-1)
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break;
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}
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}
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if ((osdrowscur > -1 && osdscroll == -1) || osdrowscur > osdrows)
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if ((osdrowscur > -1 && osdscroll == -1) || osdrowscur > osdrows)
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osdrowscur -= 1;//(i-osdscrtime)>>3;
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{
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/*
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j = (i-osdscrtime);
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if (osdrowscur > osdrows) osdrowscur = osdrows;
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while (j > -1)
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if (osdrowscur < -1) osdrowscur = -1;
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{
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OSD_Printf("%ld\n",(i-osdscrtime)>>3);
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osdrowscur--;
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osdscrtime = i;
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j -= 10;
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*/
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if (osdrowscur < 1)
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break;
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}
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}
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osdscrtime = getticks();
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}
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}
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if (!osdvisible || !osdrowscur) return;
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if (!osdvisible || !osdrowscur) return;
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@ -149,7 +149,7 @@ GLuint *peels; // peels identifiers
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GLuint *peelfbos; // peels FBOs identifiers
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GLuint *peelfbos; // peels FBOs identifiers
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GLuint peelprogram; // ARBfp peeling fragment program
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GLuint peelprogram; // ARBfp peeling fragment program
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float fogresult;
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float fogresult, ofogresult;
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void fogcalc (const signed char *shade, const char *vis)
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void fogcalc (const signed char *shade, const char *vis)
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{
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{
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@ -1810,9 +1810,10 @@ void drawpoly (double *dpx, double *dpy, long n, long method)
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shadeforfullbrightpass = globalshade; // save the current shade
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shadeforfullbrightpass = globalshade; // save the current shade
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bglFogf(GL_FOG_DENSITY,0.0f); // no fog
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bglFogf(GL_FOG_DENSITY,0.0f); // no fog
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globalshade = -128; // fullbright
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globalshade = -128; // fullbright
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ofogresult = fogresult;
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drawpoly(dpx, dpy, n_, method_); // draw them afterwards, then. :)
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drawpoly(dpx, dpy, n_, method_); // draw them afterwards, then. :)
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fogresult = ofogresult;
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globalshade = shadeforfullbrightpass;
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globalshade = shadeforfullbrightpass;
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fogcalc(&globalshade, &globalvisibility);
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bglFogf(GL_FOG_DENSITY, fogresult);
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bglFogf(GL_FOG_DENSITY, fogresult);
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fullbrightdrawingpass = 0;
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fullbrightdrawingpass = 0;
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}
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}
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