No author name comments: they are ugly, not a big fan. Instead,
we usually give credit in docs/AUTHORS file.
The new cvar is defined wrong: the last field is not a boolean
but a flag, so it should be CVAR_ARCHIVE, not true.
When checking a cvar's value as a boolean we use it's 'integer'
member instead of 'value' when possible.
Newly added 'Blended' procedures and the lastpose0 var should be
static to gl_rmain.c.
Additions to entity_t structure should be guarded by GLQUAKE
because the patch only touches OpenGL path.
Whitespace style should match other places.
Attached a revised patch which does the above changes.
Question: Have you extensively tested the patch in the whole game
in all episodes and maps, including the Portal of Praevus mission
pack? IIRC, this functionality can be a tricksy one.
Here is the new patch with the modifications you asked.
Regarding testing: this was merely an excercise to explain frame interpolation to a collague so it was not exensively tested but I'll do my best to test it thorugh the game and the expansion.
If accepted I can continue to work on this providing both pos/rot and shadows.
Some pedantry:
No author name comments: they are ugly, not a big fan. Instead,
we usually give credit in docs/AUTHORS file.
The new cvar is defined wrong: the last field is not a boolean
but a flag, so it should be CVAR_ARCHIVE, not true.
When checking a cvar's value as a boolean we use it's 'integer'
member instead of 'value' when possible.
Newly added 'Blended' procedures and the lastpose0 var should be
static to gl_rmain.c.
Additions to entity_t structure should be guarded by GLQUAKE
because the patch only touches OpenGL path.
Whitespace style should match other places.
Attached a revised patch which does the above changes.
Question: Have you extensively tested the patch in the whole game
in all episodes and maps, including the Portal of Praevus mission
pack? IIRC, this functionality can be a tricksy one.
Here is the new patch with the modifications you asked.
Regarding testing: this was merely an excercise to explain frame interpolation to a collague so it was not exensively tested but I'll do my best to test it thorugh the game and the expansion.
Yes please.
(BTW, your v2-patch still has some of the pedantic issues:
The one I attached above has things right.)
Ok. I'll adjust the patch
Awesome matey, thanks. Ozkan's 0001 patch works fine for me on my Mac.