Remove -fixedframe mode since it doesn't work at all
This was SVN commit r7549.
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@ -4,7 +4,6 @@ COMMAND LINE OPTIONS:
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-buildarchive ?
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-conf:KEY=VALUE set a config value (overrides the contents of system.cfg)
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-entgraph ?
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-fixedframe enable fixed frame timing; ?
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-g=F set the gamma correction to 'F' (default 1.0)
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-listfiles ?
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-profile=NAME ?
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@ -1,4 +1,4 @@
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/* Copyright (C) 2009 Wildfire Games.
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/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -278,11 +278,9 @@ static void Frame()
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g_Game->Update(TimeSinceLastFrame);
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PROFILE_END( "simulation update" );
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if (!g_FixedFrameTiming)
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{
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PROFILE( "camera update" );
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g_Game->GetView()->Update(float(TimeSinceLastFrame));
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}
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PROFILE_START( "camera update" );
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g_Game->GetView()->Update(float(TimeSinceLastFrame));
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PROFILE_END( "camera update" );
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if (!g_UseSimulation2)
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{
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@ -339,9 +337,6 @@ static void Frame()
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g_Profiler.Frame();
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if(g_FixedFrameTiming && frameCount==100)
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kill_mainloop();
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g_TerrainModified = false;
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g_GameRestarted = false;
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}
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@ -1,4 +1,4 @@
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/* Copyright (C) 2009 Wildfire Games.
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/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -42,8 +42,6 @@ bool g_NoGLFramebufferObject = false;
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bool g_Shadows = false;
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bool g_FancyWater = false;
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bool g_FixedFrameTiming = false;
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float g_LodBias = 0.0f;
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float g_Gamma = 1.0f;
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@ -151,9 +149,6 @@ static void ProcessCommandLineArgs(const CmdLineArgs& args)
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if (args.Has("entgraph"))
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g_EntGraph = true;
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if (args.Has("fixedframe"))
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g_FixedFrameTiming = true;
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if (args.Has("g"))
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{
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g_Gamma = (float)atof(args.Get("g"));
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@ -1,4 +1,4 @@
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/* Copyright (C) 2009 Wildfire Games.
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/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -48,8 +48,6 @@ extern bool g_NoGLFramebufferObject;
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extern bool g_Shadows;
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// flag to switch on reflective/refractive water
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extern bool g_FancyWater;
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// flag to switch on fixed frame timing (RC: I'm using this for profiling purposes)
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extern bool g_FixedFrameTiming;
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extern float g_LodBias;
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extern float g_Gamma;
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@ -1040,22 +1040,6 @@ void Init(const CmdLineArgs& args, int flags)
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ogl_WarnIfError();
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if (g_FixedFrameTiming) {
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CCamera &camera = *g_Game->GetView()->GetCamera();
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#if 0 // TOPDOWN
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camera.SetProjection(1.0f,10000.0f,DEGTORAD(90));
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camera.m_Orientation.SetIdentity();
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camera.m_Orientation.RotateX(DEGTORAD(90));
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camera.m_Orientation.Translate(CELL_SIZE*250*0.5, 250, CELL_SIZE*250*0.5);
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#else // std view
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camera.SetProjection(1.0f,10000.0f,DEGTORAD(20));
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camera.m_Orientation.SetXRotation(DEGTORAD(30));
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camera.m_Orientation.RotateY(DEGTORAD(-45));
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camera.m_Orientation.Translate(350, 350, -275);
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#endif
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camera.UpdateFrustum();
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}
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if (! g_AutostartMap.empty())
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{
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// Code copied mostly from atlas/GameInterface/Handlers/Map.cpp -
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@ -109,10 +109,6 @@ public:
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static void ScriptingInit();
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};
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// made visible to main.cpp's Frame() so that it can abort after 100 frames
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// if g_FixedFrameTiming == true (allows measuring performance).
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extern int frameCount;
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extern const int ORDER_DELAY;
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#endif
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