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https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-12 16:21:04 +02:00
Fixed MD5 models.
GI now bounces off textures properly.
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@@ -31,6 +31,7 @@ If you have questions concerning this license or the applicable additional terms
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void SCR_DrawTextLeftAlign( float &y, const char *text, ... ) id_attribute((format(printf,2,3)));
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void SCR_DrawTextRightAlign( float &y, const char *text, ... ) id_attribute((format(printf,2,3)));
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extern int QD3D12_GetActiveFrameGenerationMultiplier( void );
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#define LINE_WIDTH 78
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#define NUM_CON_TIMES 4
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@@ -219,7 +220,8 @@ float SCR_DrawFPS( float y ) {
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fps = (fps + 5)/10;
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const int averageFrameTime = ( total + ( FPS_FRAMES / 2 ) ) / FPS_FRAMES;
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const int frameGenMultiplier = idMath::ClampInt( 1, 4, cvarSystem->GetCVarInteger( "r_frameGen" ) );
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const int requestedFrameGenMultiplier = idMath::ClampInt( 1, 4, cvarSystem->GetCVarInteger( "r_frameGen" ) );
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const int frameGenMultiplier = ( requestedFrameGenMultiplier >= 2 ) ? idMath::ClampInt( 1, 4, QD3D12_GetActiveFrameGenerationMultiplier() ) : 1;
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const int displayFps = fps * frameGenMultiplier;
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const int displayFrameTime = ( averageFrameTime + ( frameGenMultiplier / 2 ) ) / frameGenMultiplier;
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const idVec4 &frameColor = SCR_FrameTimeColor( displayFrameTime );
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