Fix floating point precision loss in renderer [part 2]

Fix floatTime using float precision instead of double using GCC.
Fix R_BindAnimatedImage to be in sync with function table.
Fix vertexDeform bulge, vertexDeform normals, noise wave function
at high level time.

Revert unnecessary float -> double conversions.
This commit is contained in:
Zack Middleton committed 2017-08-03 00:14:22 -05:00
1 parent 30fdd88c9f
commit 59b1262b82
12 files changed
+62 -69

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@@ -400,7 +400,7 @@ void RE_BeginScene(const refdef_t *fd)
// derived info
tr.refdef.floatTime = tr.refdef.time * 0.001f;
tr.refdef.floatTime = tr.refdef.time * 0.001;
tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
tr.refdef.drawSurfs = backEndData->drawSurfs;