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- backend update from Raze.
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coelckers committed Feb 12, 2021
1 parent 4100251 commit c9ed429
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Showing 3 changed files with 2 additions and 10 deletions.
2 changes: 2 additions & 0 deletions src/common/2d/v_2ddrawer.cpp
Expand Up @@ -746,6 +746,8 @@ void F2DDrawer::AddPoly(FGameTexture* img, FVector4* vt, size_t vtcount, unsigne
RenderCommand dg;
int method = 0;

if (!img->isValid()) return;

dg.mType = DrawTypeTriangles;
if (clipx1 > 0 || clipy1 > 0 || clipx2 < GetWidth() - 1 || clipy2 < GetHeight() - 1)
{
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9 changes: 0 additions & 9 deletions src/common/utility/i_time.cpp
Expand Up @@ -185,15 +185,6 @@ double I_GetTimeFrac()
return (CurrentFrameStartTime - ticStartTime) / (double)(ticNextTime - ticStartTime);
}

double I_GetBuildTimeFrac()
{
int currentTic = NSToBuildTic(CurrentFrameStartTime - FirstFrameStartTime);
uint64_t ticStartTime = FirstFrameStartTime + BuildTicToNS(currentTic);
uint64_t ticNextTime = FirstFrameStartTime + BuildTicToNS(currentTic + 1);

return (CurrentFrameStartTime - ticStartTime) / (double)(ticNextTime - ticStartTime);
}

void I_FreezeTime(bool frozen)
{
if (frozen)
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1 change: 0 additions & 1 deletion src/common/utility/i_time.h
Expand Up @@ -17,7 +17,6 @@ uint64_t I_GetTimeNS();
int I_GetBuildTime();

double I_GetTimeFrac();
double I_GetBuildTimeFrac();

// like I_GetTime, except it waits for a new tic before returning
int I_WaitForTic(int);
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