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@ -184,19 +184,6 @@ namespace MWRender
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// FIXME: when we skip frames we need to preserve positions. this doesn't work now
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size_t ticks = 1;
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// float referenceTime = state.getFrameStamp()->getReferenceTime();
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// float frameTime = (mLastFrameTime != 0.0) ? referenceTime - mLastFrameTime : 0.0;
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// frameTime = std::min(frameTime, 0.5f);
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// mLastFrameTime = referenceTime;
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// constexpr float rate = 60.0;
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// constexpr float waveStep = 1.0 / rate;
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// mRemainingWaveTime += frameTime;
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// ticks = mRemainingWaveTime / waveStep;
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// mRemainingWaveTime -= ticks * waveStep;
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// PASS: Blot in all ripple spawners
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mProgramBlobber->apply(state);
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state.apply(frameState.mStateset);
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