/// generate animcache data for all entities marked visible
void R_AnimCache_CacheVisibleEntities(void);
-#include "r_lerpanim.h"
-
extern cvar_t r_render;
extern cvar_t r_renderview;
extern cvar_t r_waterwarp;
// but potentially faster)
rtexture_t *colortexture[4];
rtexture_t *depthtexture;
- // a rendertarget will not be reused in the same frame (realtime == lastusetime),
+ // a rendertarget will not be reused in the same frame (host.realtime == lastusetime),
// on a new frame, matching rendertargets will be reused (texturewidth, textureheight, number of color and depth textures and their types),
- // when a new frame arrives the rendertargets can be reused by requests for matching texturewidth,textureheight and fbo configuration (the number of color and depth textures), when a rendertarget is not reused for > 200ms (realtime - lastusetime > 0.2) the rendertarget's resources will be freed (fbo, textures) and it can be reused for any target in future frames
+ // when a new frame arrives the rendertargets can be reused by requests for matching texturewidth,textureheight and fbo configuration (the number of color and depth textures), when a rendertarget is not reused for > 200ms (host.realtime - lastusetime > 0.2) the rendertarget's resources will be freed (fbo, textures) and it can be reused for any target in future frames
double lastusetime;
} r_rendertarget_t;