Commit 81bfd0c
committed
Revert "MD3: Reuse state of last frame if animation didn't change"
This reverts commit c43cd9e.
but keeps the clamping of the frame numbers
caching doesn't work like this: The idRenderModelMD3 is shared between
multiple instances, so lastFrame, lastOldFrame and lastBackLerp would
have to be saved in staticModel/cachedModel or the renderEntity_s
otherwise animations don't work when there's more than one MD3 model of
a kind in the level.
refs dhewm#727 - still doesn't fix the animation speed issues mentioned
there, they are caused by "Recalculate gameLocal.msec each frame so
60 frames add up to 1000ms" (sys.waitFrame() in scripts waits for
gameLocal.msec but that's the length of the current frame, not the next,
so when sleeping for 17ms and the next frame is a 16ms frame one might
sleep for two frames instead of one)1 parent 0f4be4f commit 81bfd0c
2 files changed
+3
-19
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