As discovered in this thread, the models in my project rotate, all at different speeds and directions, but a strange skipping can be observed.
Download the zip in that thread with the pk3 and the demo that shows this skipping bug.
All I know is that commenting out ALL the Rotation-Speed lines from the model definitions eliminated the skip.
EDIT: My system info:
Microsoft Windows XP Professional Service Pack 2
AMD Athlon(tm) 64 X2 Dual
Core Processor 5600+
2.80 GHz, 2.00 GB of RAM
[1.1.4 (r131M)] Model Rotation Skipping Bug
Moderator: Graf Zahl
- Slasher123
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- Torr Samaho
- Developer
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Fixed. In gl_models.cpp replace
by
Code: Select all
if( smf->flags & MDL_ROTATING )
{
float offsetAngle = 0.;
const float time = GetTimeFloat()/200.;
offsetAngle = ( (time - static_cast<int>(time)) *360. );
gl.Translatef(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ);
gl.Rotatef(offsetAngle*smf->rotationSpeed, smf->xrotate, smf->yrotate, smf->zrotate);
gl.Translatef(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ);
}
Code: Select all
if( smf->flags & MDL_ROTATING )
{
float offsetAngle = 0.;
const float time = smf->rotationSpeed*GetTimeFloat()/200.;
offsetAngle = ( (time - static_cast<int>(time)) *360. );
gl.Translatef(smf->rotationCenterX, smf->rotationCenterY, smf->rotationCenterZ);
gl.Rotatef(offsetAngle, smf->xrotate, smf->yrotate, smf->zrotate);
gl.Translatef(-smf->rotationCenterX, -smf->rotationCenterY, -smf->rotationCenterZ);
}
- Graf Zahl
- GZDoom Developer
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- Slasher123
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- Enjay
- Developer
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It should be (thanks Graf and Torr). The changelog for r283 says it has been done. I'll get a build online in a few minutes.Slasher123 wrote:Is this fixed now?
[edit] Wait, Graf has just committed r284, I'll rebuild and put that up instead. [/edit]
[edit2] It's up and it does indeed seem to allow your test map to play without the model skipping problem. [/edit]
- Torr Samaho
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