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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0003433||Zandronum||[All Projects] Bug||public||2018-06-02 22:52||2018-06-24 13:39|
|Assigned To||Torr Samaho|
|Target Version||Fixed in Version|
|Summary||0003433: Backport of GZDoom's model interpolation fixes. (Patch supplied)|
|Description||In GZDoom, dpJudas committed some fixes to the horribly broken interpolation code it inherited from Zandronum. (The interpolation was incredibly jittery and only operated at 35fps)|
I backported those fixes, adjusted them to work with Zan's older code, and made a patch. It'll be attached to this report.
|Attached Files||InterpolationFix.patch [^] (6,386 bytes) 2018-06-02 22:52 [Show Content]|
edited on: 2018-06-03 23:03
Argh, forgot to remove GetTimeFloat in gl_models.cpp. It's not needed anymore.
Aside from that, the patch worked as I intended, the models will interpolate at the full uncapped framerate.
Also, in the patch, I listed all gzdoom commits I pulled changes from.
Torr Samaho (administrator)
|Thanks for the patch. One quick question: There is an existing call to I_GetTimeFrac in gl_scene.cpp that doesn't seem to be adjusted by your patch. Is this intentional?|
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|2018-06-02 22:52||StrikerMan780||New Issue|
|2018-06-02 22:52||StrikerMan780||File Added: InterpolationFix.patch|
|2018-06-02 23:40||StrikerMan780||Note Added: 0019263|
|2018-06-03 10:11||StrikerMan780||Note Edited: 0019263||View Revisions|
|2018-06-03 23:03||StrikerMan780||Note Edited: 0019263||View Revisions|
|2018-06-24 13:39||Torr Samaho||Note Added: 0019281|
|2018-06-24 13:39||Torr Samaho||Assigned To||=> Torr Samaho|
|2018-06-24 13:39||Torr Samaho||Status||new => feedback|
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