Don't use interpolation code if the frame lasts instantaneously or infinitely

Also removed the + 1 from newtime, since there was never really any need for it. It just offset the interpolation so it went like (1 -> 2] instead of [1 -> 2), so you never saw the base appearance for each frame except at the end of any frames interpolating to it

Changed DrawMD2Ex's duration/tics type to INT32 so -1 comparisons work, probably want to change the signs elsewhere too but this is fine for now
This commit is contained in:
Monster Iestyn 2017-10-24 20:45:55 +01:00
parent 1b576bacf3
commit 0cc8fbdb4e

View file

@ -1819,15 +1819,14 @@ EXPORT void HWRAPI(SetSpecialState) (hwdspecialstate_t IdState, INT32 Value)
}
}
static void DrawMD2Ex(INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 duration, UINT32 tics, md2_frame_t *nextframe, FTransform *pos, float scale, UINT8 flipped, UINT8 *color)
static void DrawMD2Ex(INT32 *gl_cmd_buffer, md2_frame_t *frame, INT32 duration, INT32 tics, md2_frame_t *nextframe, FTransform *pos, float scale, UINT8 flipped, UINT8 *color)
{
INT32 val, count, pindex;
GLfloat s, t;
GLfloat ambient[4];
GLfloat diffuse[4];
float pol;
UINT32 newtime;
float pol = 0.0f;
float scalex = scale, scaley = scale, scalez = scale;
// Because Otherwise, scaling the screen negatively vertically breaks the lighting
@ -1835,10 +1834,9 @@ static void DrawMD2Ex(INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 duration
GLfloat LightPos[] = {0.0f, 1.0f, 0.0f, 0.0f};
#endif
if (duration == 0)
duration = 1;
newtime = (duration - tics) + 1;
if (duration != 0 && duration != -1 && tics != -1) // don't interpolate if instantaneous or infinite in length
{
UINT32 newtime = (duration - tics); // + 1;
pol = (newtime)/(float)duration;
@ -1847,6 +1845,7 @@ static void DrawMD2Ex(INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 duration
if (pol < 0.0f)
pol = 0.0f;
}
if (color)
{
@ -1940,7 +1939,7 @@ static void DrawMD2Ex(INT32 *gl_cmd_buffer, md2_frame_t *frame, UINT32 duration
pglTexCoord2f(s, t);
if (!nextframe)
if (!nextframe || pol == 0.0f)
{
pglNormal3f(frame->vertices[pindex].normal[0],
frame->vertices[pindex].normal[1],