diff --git a/source/glest_game/graphics/renderer.cpp b/source/glest_game/graphics/renderer.cpp index e21bef36..15cee1cf 100644 --- a/source/glest_game/graphics/renderer.cpp +++ b/source/glest_game/graphics/renderer.cpp @@ -985,7 +985,7 @@ void Renderer::swapBuffers() { return; } //glFlush(); // should not be required - http://www.opengl.org/wiki/Common_Mistakes - glFlush(); + //glFlush(); GraphicsInterface::getInstance().getCurrentContext()->swapBuffers(); } @@ -4690,7 +4690,7 @@ void Renderer::renderObjects(const int renderFps) { // render from last to first object so animated objects which are on bottom of screen are // rendered first which looks better for limited number of animated tileset objects for(int visibleIndex = qCache.visibleObjectList.size()-1; - visibleIndex > -1 ; --visibleIndex) { + visibleIndex >= 0 ; --visibleIndex) { Object *o = qCache.visibleObjectList[visibleIndex]; Model *objModel= o->getModelPtr(); @@ -7642,7 +7642,7 @@ vector Renderer::renderUnitsFast(bool renderingShadows, bool colorPickin //if(this->gameCamera->getPos().dist(unit->getCurrVector()) <= SKIP_INTERPOLATION_DISTANCE) { // ***MV don't think this is needed below 2013/01/11 - //model->updateInterpolationVertices(unit->getAnimProgress(), unit->isAlive() && !unit->isAnimProgressBound()); + model->updateInterpolationVertices(unit->getAnimProgressAsFloat(), unit->isAlive() && !unit->isAnimProgressBound()); //}