Re: Mod_LoadAllSkins - Bug Fix
that said, they're too unreliable without csqc.
most skeletal formats revive the idea.
on the other hand, skingroups can generally be better served by a shader (with sawtooth fading or whatever to smooth it out).
Moderator: Inside3D Admins
int Mod_AnimateGroup (entity_t *ent, float *intervals, int numintervals)
{
if (!ent) return 0;
if (!intervals) return 0;
if (!numintervals) return 0;
float time = cl.time + ent->syncbase;
float fullinterval = intervals[numintervals - 1];
float targettime = time - ((int) (time / fullinterval)) * fullinterval;
for (int i = 0; i < numintervals - 1; i++)
if (intervals[i] > targettime)
return i;
// default is the last animation interval (consistency with software Quake)
return numintervals - 1;
}metlslime wrote:lightstyles and skingroups animate at 10Hz, and bsp textures animate at 5Hz
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