diff --git a/code/hud/hud.cpp b/code/hud/hud.cpp index 763e95ad334..d1da594a3ac 100644 --- a/code/hud/hud.cpp +++ b/code/hud/hud.cpp @@ -1697,7 +1697,7 @@ void hud_render_preprocess(float frametime) if ( hud_disabled() ) { // if the hud is disabled, we still need to make sure that the indicators are properly handled - hud_do_lock_indicators(flFrametime); + hud_do_lock_indicators(frametime); return; } @@ -1823,15 +1823,15 @@ void hud_maybe_display_supernova() /** * @brief Undertakes main HUD render. */ -void hud_render_all() +void hud_render_all(float frametime) { int i; - hud_render_gauges(); + hud_render_gauges(-1, frametime); // start rendering cockpit dependent gauges if possible for ( i = 0; i < (int)Player_displays.size(); ++i ) { - hud_render_gauges(i); + hud_render_gauges(i, frametime); } hud_clear_msg_buffer(); @@ -1840,7 +1840,7 @@ void hud_render_all() font::set_font(font::FONT1); } -void hud_render_gauges(int cockpit_display_num) +void hud_render_gauges(int cockpit_display_num, float frametime) { size_t j, num_gauges; ship_info* sip = &Ship_info[Player_ship->ship_info_index]; @@ -1866,9 +1866,6 @@ void hud_render_gauges(int cockpit_display_num) } } - //Since we render things twice in VR mode, frametime needs to be halved for HUD, as the HUD uses the frametime to advance ANI's and crucially, the missile lock... - float frametime = openxr_enabled() ? flFrametime * 0.5f : flFrametime; - // Check if this ship has its own HUD gauges. if ( sip->hud_enabled ) { num_gauges = sip->hud_gauges.size(); diff --git a/code/hud/hud.h b/code/hud/hud.h index 6cf8fbd7a60..92f994f9192 100644 --- a/code/hud/hud.h +++ b/code/hud/hud.h @@ -119,8 +119,8 @@ void hud_close(); void hud_level_close(); void hud_update_frame(float frametime); // updates hud systems not dependant on rendering void hud_render_preprocess(float frametime); // renders 3d dependant gauges -void hud_render_all(); -void hud_render_gauges(int cockpit_display_num = -1); +void hud_render_all(float frametime); +void hud_render_gauges(int cockpit_display_num, float frametime); void hud_stop_looped_engine_sounds(); // set the offset values for this render frame diff --git a/freespace2/freespace.cpp b/freespace2/freespace.cpp index 352f6a0473a..3de87215fc8 100644 --- a/freespace2/freespace.cpp +++ b/freespace2/freespace.cpp @@ -3841,6 +3841,9 @@ void game_render_hud(camid cid, const fov_t* fov_override = nullptr) { gr_reset_clip(); + //Since we render things twice in VR mode, frametime needs to be halved for HUD, as the HUD uses the frametime to advance ANI's and crucially, the missile lock... + float frametime = openxr_enabled() ? flFrametime * 0.5f : flFrametime; + if(cid.isValid()) { g3_start_frame(0); // 0 = turn zbuffering off g3_set_view( cid.getCamera() ); @@ -3848,13 +3851,13 @@ void game_render_hud(camid cid, const fov_t* fov_override = nullptr) if (fov_override) g3_set_fov(*fov_override); - hud_render_preprocess(flFrametime); + hud_render_preprocess(frametime); g3_end_frame(); } // main HUD rendering function - hud_render_all(); + hud_render_all(frametime); // Diminish the palette effect game_flash_diminish(flFrametime);