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df60a2b)
- cl_lerpanim_maxdelta_server, cl_lerpanim_maxdelta_framegroups to customize lerping deltas
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9599
d7cf8633-e32d-0410-b094-
e92efae38249
cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
+cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
+cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
// make sure frame lerp won't last longer than 100ms
// (this mainly helps with models that use framegroups and
// switch between them infrequently)
// make sure frame lerp won't last longer than 100ms
// (this mainly helps with models that use framegroups and
// switch between them infrequently)
- e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, 0.1);
+ float maxdelta = cl_lerpanim_maxdelta_server.value;
+ if(e->render.model)
+ if(e->render.model->animscenes)
+ if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
+ maxdelta = cl_lerpanim_maxdelta_framegroups.value;
+ maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
+ e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
}
e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
}
Cvar_RegisterVariable (&cl_anglespeedkey);
Cvar_RegisterVariable (&cl_shownet);
Cvar_RegisterVariable (&cl_nolerp);
Cvar_RegisterVariable (&cl_anglespeedkey);
Cvar_RegisterVariable (&cl_shownet);
Cvar_RegisterVariable (&cl_nolerp);
+ Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
+ Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
Cvar_RegisterVariable (&cl_deathfade);
Cvar_RegisterVariable (&lookspring);
Cvar_RegisterVariable (&lookstrafe);
Cvar_RegisterVariable (&cl_deathfade);
Cvar_RegisterVariable (&lookspring);
Cvar_RegisterVariable (&lookstrafe);
// start out with no animation
tx->currentframe = tx;
tx->currentskinframe = tx->skinframes[0];
// start out with no animation
tx->currentframe = tx;
tx->currentskinframe = tx->skinframes[0];
+ tx->specularscalemod = 1; // not supported here
+ tx->specularpowermod = 1; // not supported here
texflagsmask &= ~TEXF_COMPRESS;
texture->specularscalemod = 1; // unless later loaded from the shader
texture->specularpowermod = 1; // unless later loaded from the shader
texflagsmask &= ~TEXF_COMPRESS;
texture->specularscalemod = 1; // unless later loaded from the shader
texture->specularpowermod = 1; // unless later loaded from the shader
+ // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
+ // HERE, AND Q1BSP LOADING
+ // JUST GREP FOR "specularscalemod = 1".
{
if (!skinframe)
skinframe = R_SkinFrame_LoadMissing();
{
if (!skinframe)
skinframe = R_SkinFrame_LoadMissing();
+ texture->specularscalemod = 1;
+ texture->specularpowermod = 1;
texture->basematerialflags = MATERIALFLAG_WALL;
if (fullbright)
texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
texture->basematerialflags = MATERIALFLAG_WALL;
if (fullbright)
texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;