make particles tick an extremely tiny bit faster

This commit is contained in:
UnknownShadow200 2021-03-13 22:17:55 +11:00
parent 60bf70c13c
commit 6f7eac87c7
4 changed files with 6 additions and 7 deletions

View File

@ -590,7 +590,6 @@ static void Game_RenderFrame(double delta) {
UpdateViewMatrix(); UpdateViewMatrix();
Gfx_LoadMatrix(MATRIX_PROJECTION, &Gfx.Projection); Gfx_LoadMatrix(MATRIX_PROJECTION, &Gfx.Projection);
Gfx_LoadMatrix(MATRIX_VIEW, &Gfx.View); Gfx_LoadMatrix(MATRIX_VIEW, &Gfx.View);
if (!Gui_GetBlocksWorld()) { if (!Gui_GetBlocksWorld()) {

View File

@ -380,7 +380,7 @@ static void Http_DownloadAsync(struct HttpRequest* req) {
xhr.onprogress = function(e) { onProgress(e.loaded, e.total); }; xhr.onprogress = function(e) { onProgress(e.loaded, e.total); };
try { xhr.send(); } catch (e) { onFinished(0, 0, 0); } try { xhr.send(); } catch (e) { onFinished(0, 0, 0); }
}, urlStr, req->requestType, Http_OnFinishedAsync, Http_OnUpdateProgress); }, urlStr, req->requestType);
} }
static void Http_WorkerInit(void) { static void Http_WorkerInit(void) {

View File

@ -408,10 +408,11 @@ void Particles_Render(float t) {
Gfx_SetTexturing(false); Gfx_SetTexturing(false);
} }
void Particles_Tick(struct ScheduledTask* task) { static void Particles_Tick(struct ScheduledTask* task) {
Terrain_Tick(task->interval); double delta = task->interval;
Rain_Tick(task->interval); Terrain_Tick(delta);
Custom_Tick(task->interval); Rain_Tick(delta);
Custom_Tick(delta);
} }
void Particles_BreakBlockEffect(IVec3 coords, BlockID old, BlockID now) { void Particles_BreakBlockEffect(IVec3 coords, BlockID old, BlockID now) {

View File

@ -39,7 +39,6 @@ extern struct CustomParticleEffect Particles_CustomEffects[256];
/* http://www.opengl-tutorial.org/intermediate-tutorials/billboards-particles/billboards/ */ /* http://www.opengl-tutorial.org/intermediate-tutorials/billboards-particles/billboards/ */
void Particle_DoRender(const Vec2* size, const Vec3* pos, const TextureRec* rec, PackedCol col, struct VertexTextured* vertices); void Particle_DoRender(const Vec2* size, const Vec3* pos, const TextureRec* rec, PackedCol col, struct VertexTextured* vertices);
void Particles_Render(float t); void Particles_Render(float t);
void Particles_Tick(struct ScheduledTask* task);
void Particles_BreakBlockEffect(IVec3 coords, BlockID oldBlock, BlockID block); void Particles_BreakBlockEffect(IVec3 coords, BlockID oldBlock, BlockID block);
void Particles_RainSnowEffect(float x, float y, float z); void Particles_RainSnowEffect(float x, float y, float z);
void Particles_CustomEffect(int effectID, float x, float y, float z, float originX, float originY, float originZ); void Particles_CustomEffect(int effectID, float x, float y, float z, float originX, float originY, float originZ);