Fixed MD5 models.

GI now bounces off textures properly.
This commit is contained in:
Justin Marshall
2026-05-21 18:58:43 -07:00
parent 1f5f0733fe
commit 345e6bfc81
10 changed files with 384 additions and 70 deletions
+3 -1
View File
@@ -31,6 +31,7 @@ If you have questions concerning this license or the applicable additional terms
void SCR_DrawTextLeftAlign( float &y, const char *text, ... ) id_attribute((format(printf,2,3)));
void SCR_DrawTextRightAlign( float &y, const char *text, ... ) id_attribute((format(printf,2,3)));
extern int QD3D12_GetActiveFrameGenerationMultiplier( void );
#define LINE_WIDTH 78
#define NUM_CON_TIMES 4
@@ -219,7 +220,8 @@ float SCR_DrawFPS( float y ) {
fps = (fps + 5)/10;
const int averageFrameTime = ( total + ( FPS_FRAMES / 2 ) ) / FPS_FRAMES;
const int frameGenMultiplier = idMath::ClampInt( 1, 4, cvarSystem->GetCVarInteger( "r_frameGen" ) );
const int requestedFrameGenMultiplier = idMath::ClampInt( 1, 4, cvarSystem->GetCVarInteger( "r_frameGen" ) );
const int frameGenMultiplier = ( requestedFrameGenMultiplier >= 2 ) ? idMath::ClampInt( 1, 4, QD3D12_GetActiveFrameGenerationMultiplier() ) : 1;
const int displayFps = fps * frameGenMultiplier;
const int displayFrameTime = ( averageFrameTime + ( frameGenMultiplier / 2 ) ) / frameGenMultiplier;
const idVec4 &frameColor = SCR_FrameTimeColor( displayFrameTime );