Model appering in ground

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Torr Samaho
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Joined: Fri Apr 13, 2007 8:26
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Post by Torr Samaho »

Nash wrote:Too bad the movement is jerky. Hopefully Torr can fix it.
Some explanations on the jerky movement:

The position is updated 35 times per second, so this causes it to be a little jerky. If it's really jerky, there is a different problem, most likely the following:

The model interpolation code interpolates the model from one state with the one from the next state. If you look at the imp for example:

Code: Select all

   See:
      TROO AABBCCDD 3 A_Chase
The first four sprite frames in this case are TROOA, TROOA, TROOB, TROOB, each of them displayed for 3 tics. For the first 3 tics, an interpolation between TROOA and TROOA will be shown, which of course is constant. For the next 3 tics the interpolation between TROOA and TROOB is shown, which should be nicely smooth. This is followed by 3 tics displaying TROOB. All in all this looks really jerky. This jerkiness can be fixed by using 8 different sprites in the state definition instead of using 4 and each of them twice.
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InsanityBringer
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Joined: Fri Jun 15, 2007 22:59

Post by InsanityBringer »

What should I do next?, the rest of the gunner or the railgun guys? ;)[/uselessqueston]
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