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the pain is gone
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_render.c
diff --git
a/player_render.c
b/player_render.c
index 171b339ebe4e88bb52b7f782d649e0504909c045..33724245771fe10b0f07a3a13d5e74ee9e883fbe 100644
(file)
--- a/
player_render.c
+++ b/
player_render.c
@@
-177,6
+177,11
@@
VG_STATIC void player__pre_render( player_instance *player )
m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
+ if( player->immobile ){
+ player__cam_iterate( player );
+ return;
+ }
+
if( player->rewinding ){
if( player->rewind_time <= 0.0f ){
double taken = vg.time - player->rewind_start;
if( player->rewinding ){
if( player->rewind_time <= 0.0f ){
double taken = vg.time - player->rewind_start;
@@
-265,6
+270,7
@@
VG_STATIC void player__pre_render( player_instance *player )
vg_alerpf( fr->ang[0], fr1->ang[0], sub );
player->cam_override_angles[1] =
vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
vg_alerpf( fr->ang[0], fr1->ang[0], sub );
player->cam_override_angles[1] =
vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
+ player->cam_override_fov = player->cam.fov;
float blend = player->rewind_time * 0.25f;
player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
float blend = player->rewind_time * 0.25f;
player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );