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IDProjectCategoryView StatusDate SubmittedLast Update
0003433Zandronum[All Projects] Bugpublic2018-06-02 22:522018-06-24 13:39
ReporterStrikerMan780 
Assigned ToTorr Samaho 
PrioritynormalSeverityminorReproducibilityalways
StatusfeedbackResolutionopen 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version3.0 
Target VersionFixed in Version 
Summary0003433: Backport of GZDoom's model interpolation fixes. (Patch supplied)
DescriptionIn 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 Filespatch file icon InterpolationFix.patch [^] (6,386 bytes) 2018-06-02 22:52 [Show Content]

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-  Notes
User avatar (0019263)
StrikerMan780 (reporter)
2018-06-02 23:40
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.

User avatar (0019281)
Torr Samaho (administrator)
2018-06-24 13:39

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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- Issue History
Date Modified Username Field Change
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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