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https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-15 02:25:32 -04:00
make particles tick an extremely tiny bit faster
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60bf70c13c
commit
6f7eac87c7
@ -590,7 +590,6 @@ static void Game_RenderFrame(double delta) {
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UpdateViewMatrix();
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UpdateViewMatrix();
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Gfx_LoadMatrix(MATRIX_PROJECTION, &Gfx.Projection);
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Gfx_LoadMatrix(MATRIX_PROJECTION, &Gfx.Projection);
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Gfx_LoadMatrix(MATRIX_VIEW, &Gfx.View);
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Gfx_LoadMatrix(MATRIX_VIEW, &Gfx.View);
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if (!Gui_GetBlocksWorld()) {
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if (!Gui_GetBlocksWorld()) {
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@ -380,7 +380,7 @@ static void Http_DownloadAsync(struct HttpRequest* req) {
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xhr.onprogress = function(e) { onProgress(e.loaded, e.total); };
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xhr.onprogress = function(e) { onProgress(e.loaded, e.total); };
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try { xhr.send(); } catch (e) { onFinished(0, 0, 0); }
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try { xhr.send(); } catch (e) { onFinished(0, 0, 0); }
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}, urlStr, req->requestType, Http_OnFinishedAsync, Http_OnUpdateProgress);
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}, urlStr, req->requestType);
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}
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}
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static void Http_WorkerInit(void) {
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static void Http_WorkerInit(void) {
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@ -408,10 +408,11 @@ void Particles_Render(float t) {
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Gfx_SetTexturing(false);
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Gfx_SetTexturing(false);
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}
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}
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void Particles_Tick(struct ScheduledTask* task) {
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static void Particles_Tick(struct ScheduledTask* task) {
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Terrain_Tick(task->interval);
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double delta = task->interval;
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Rain_Tick(task->interval);
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Terrain_Tick(delta);
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Custom_Tick(task->interval);
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Rain_Tick(delta);
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Custom_Tick(delta);
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}
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}
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void Particles_BreakBlockEffect(IVec3 coords, BlockID old, BlockID now) {
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void Particles_BreakBlockEffect(IVec3 coords, BlockID old, BlockID now) {
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@ -39,7 +39,6 @@ extern struct CustomParticleEffect Particles_CustomEffects[256];
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/* http://www.opengl-tutorial.org/intermediate-tutorials/billboards-particles/billboards/ */
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/* http://www.opengl-tutorial.org/intermediate-tutorials/billboards-particles/billboards/ */
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void Particle_DoRender(const Vec2* size, const Vec3* pos, const TextureRec* rec, PackedCol col, struct VertexTextured* vertices);
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void Particle_DoRender(const Vec2* size, const Vec3* pos, const TextureRec* rec, PackedCol col, struct VertexTextured* vertices);
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void Particles_Render(float t);
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void Particles_Render(float t);
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void Particles_Tick(struct ScheduledTask* task);
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void Particles_BreakBlockEffect(IVec3 coords, BlockID oldBlock, BlockID block);
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void Particles_BreakBlockEffect(IVec3 coords, BlockID oldBlock, BlockID block);
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void Particles_RainSnowEffect(float x, float y, float z);
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void Particles_RainSnowEffect(float x, float y, float z);
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void Particles_CustomEffect(int effectID, float x, float y, float z, float originX, float originY, float originZ);
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void Particles_CustomEffect(int effectID, float x, float y, float z, float originX, float originY, float originZ);
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