- else{
- world_render.sky_target_rate = -100.0;
-
- float budget = vg.time_delta,
- overall_length = player->rewind_length;
-
- for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
- /* Interpolate frames */
- int i0 = floorf( player->rewind_time ),
- i1 = VG_MIN( i0+1, player->rewind_length-1 );
-
- struct rewind_frame *fr = &player->rewind_buffer[i0],
- *fr1 = &player->rewind_buffer[i1];
-
- float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
- subl = vg_fractf( player->rewind_time ) + 0.001f,
-
- sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
- speed = sramp*28.0f + 0.5f*player->rewind_time,
- mod = speed * (budget / dist),
-
- advl = vg_minf( mod, subl ),
- advt = (advl / mod) * budget;
-
- player->dist_accum += speed * advt;
- player->rewind_time -= advl;
- budget -= advt;
- }