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https://github.com/TwilitRealm/dusklight
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Implement unlocked framerates via interpolation (#315)
* Disable waitForTick and waitBlanking * Initial frame interpolation implementation * Initial batch of speed fixes * Fix Iron Boots * Strip dead code once used for debugging * Interpolate shadows * Revert overzealous/redundant lookups * Fix JUTFader * Fix field map cursor * Fix various particle effects * Fix Midna when riding Wolf Link * Fix title logo * Title Logo 2: Electric Boogaloo * Fixed grass and flowers * "Unlock Framerate" config option (WIP) * Wrap more things in TARGET_PC * Finish wrapping things in TARGET_PC * Missed one * Disable dComIfGd_drawXluListInvisible when interpolating --------- Co-authored-by: Luke Street <luke@street.dev>
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@@ -8,6 +8,7 @@
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#include "f_pc/f_pc_leaf.h"
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#include "f_pc/f_pc_node.h"
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#include "f_pc/f_pc_pause.h"
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#include "dusk/frame_interpolation.h"
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#include <cstdio>
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#include "dusk/logging.h"
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@@ -25,7 +26,13 @@ int fpcDw_Execute(base_process_class* i_proc) {
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}
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fpcLy_SetCurrentLayer(i_proc->layer_tag.layer);
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#ifdef TARGET_PC
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dusk::frame_interp::open_child(i_proc, 0);
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#endif
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ret = draw_func(i_proc);
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#ifdef TARGET_PC
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dusk::frame_interp::close_child();
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#endif
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fpcLy_SetCurrentLayer(save_layer);
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return ret;
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}
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