- use the smooth ratio from the game logic in the renderer instead of calling I_GetTimeFrac again.

Unlike the higher level code this does not check for game over conditions.
This commit is contained in:
Christoph Oelckers 2021-04-14 21:17:32 +02:00
parent 2b1072eb91
commit f83e678ea0
6 changed files with 7 additions and 7 deletions

View file

@ -275,7 +275,7 @@ static void CheckTimer(FRenderState &state, uint64_t ShaderStartTime)
void animatecamsprite(double s);
void render_drawrooms(spritetype* playersprite, const vec3_t& position, int sectnum, binangle angle, fixedhoriz horizon, binangle rollang)
void render_drawrooms(spritetype* playersprite, const vec3_t& position, int sectnum, binangle angle, fixedhoriz horizon, binangle rollang, double smoothratio)
{
checkRotatedWalls();
@ -295,7 +295,7 @@ void render_drawrooms(spritetype* playersprite, const vec3_t& position, int sect
// Get this before everything else
FRenderViewpoint r_viewpoint = SetupViewpoint(playersprite, position, sectnum, angle, horizon, rollang);
if (cl_capfps) r_viewpoint.TicFrac = 1.;
else r_viewpoint.TicFrac = I_GetTimeFrac();
else r_viewpoint.TicFrac = smoothratio * (1/65536.);
screen->mLights->Clear();
screen->mViewpoints->Clear();