rt: HACK flickering lerping sprites
Lerping between sprite frames means drawing two coplanar quads blended the right way. This is not something ray tracing can accommodate easily for all blending modes. Disable lerping for now
This commit is contained in:
parent
005b7c84eb
commit
487c94662a
|
@ -761,6 +761,10 @@ static qboolean R_SpriteAllowLerping( const cl_entity_t *e, msprite_t *psprite )
|
|||
return false;
|
||||
*/
|
||||
|
||||
// FIXME: lerping means drawing 2 coplanar quads blended on top of each other, which is not something ray tracing can do easily
|
||||
if (vk_core.rtx)
|
||||
return false;
|
||||
|
||||
if( psprite->numframes <= 1 )
|
||||
return false;
|
||||
|
||||
|
@ -884,7 +888,8 @@ void R_VkSpriteDrawModel( cl_entity_t *e, float blend )
|
|||
|
||||
if( R_SpriteAllowLerping( e, psprite ))
|
||||
lerp = R_GetSpriteFrameInterpolant( e, &oldframe, &frame );
|
||||
else frame = oldframe = R_GetSpriteFrame( model, e->curstate.frame, e->angles[YAW] );
|
||||
else
|
||||
frame = oldframe = R_GetSpriteFrame( model, e->curstate.frame, e->angles[YAW] );
|
||||
|
||||
type = psprite->type;
|
||||
|
||||
|
|
Loading…
Reference in New Issue