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interpolation: lower camera delta
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This fixes some frames in TR2 cutscenes where the camera perspective
changes, but not quite enough to hit on any coordinate to reach the 512
threshold.
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lahm86 committed Feb 28, 2025
1 parent 93e723d commit e89f6d7
Showing 1 changed file with 15 additions and 11 deletions.
26 changes: 15 additions & 11 deletions src/libtrx/game/interpolation.c
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,8 @@

#include <stdint.h>

#define CAM_MAX_DELTA (STEP_L * 3 / 2)

#define REMEMBER(target, member) (target)->interp.prev.member = (target)->member

#define COMMIT(target, member) (target)->interp.result.member = (target)->member
Expand Down Expand Up @@ -151,11 +153,13 @@ void Interpolation_Commit(void)
const double ratio = Interpolation_GetRate();

if (g_Camera.pos.room_num != NO_ROOM) {
if (DIFF(&g_Camera, shift) >= 128 || DIFF(&g_Camera, pos.x) >= 512
|| DIFF(&g_Camera, pos.y) >= 512 || DIFF(&g_Camera, pos.z) >= 512
|| DIFF(&g_Camera, target.x) >= 512
|| DIFF(&g_Camera, target.y) >= 512
|| DIFF(&g_Camera, target.z) >= 512) {
if (DIFF(&g_Camera, shift) >= 128
|| DIFF(&g_Camera, pos.x) >= CAM_MAX_DELTA
|| DIFF(&g_Camera, pos.y) >= CAM_MAX_DELTA
|| DIFF(&g_Camera, pos.z) >= CAM_MAX_DELTA
|| DIFF(&g_Camera, target.x) >= CAM_MAX_DELTA
|| DIFF(&g_Camera, target.y) >= CAM_MAX_DELTA
|| DIFF(&g_Camera, target.z) >= CAM_MAX_DELTA) {
COMMIT(&g_Camera, shift);
COMMIT(&g_Camera, pos.x);
COMMIT(&g_Camera, pos.y);
Expand All @@ -165,12 +169,12 @@ void Interpolation_Commit(void)
COMMIT(&g_Camera, target.z);
} else {
INTERPOLATE(&g_Camera, shift, ratio, 128);
INTERPOLATE(&g_Camera, pos.x, ratio, 512);
INTERPOLATE(&g_Camera, pos.y, ratio, 512);
INTERPOLATE(&g_Camera, pos.z, ratio, 512);
INTERPOLATE(&g_Camera, target.x, ratio, 512);
INTERPOLATE(&g_Camera, target.y, ratio, 512);
INTERPOLATE(&g_Camera, target.z, ratio, 512);
INTERPOLATE(&g_Camera, pos.x, ratio, CAM_MAX_DELTA);
INTERPOLATE(&g_Camera, pos.y, ratio, CAM_MAX_DELTA);
INTERPOLATE(&g_Camera, pos.z, ratio, CAM_MAX_DELTA);
INTERPOLATE(&g_Camera, target.x, ratio, CAM_MAX_DELTA);
INTERPOLATE(&g_Camera, target.y, ratio, CAM_MAX_DELTA);
INTERPOLATE(&g_Camera, target.z, ratio, CAM_MAX_DELTA);
}

g_Camera.interp.room_num = g_Camera.pos.room_num;
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