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.
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12 changed files with 62 additions and 69 deletions
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@ -716,7 +716,7 @@ void RB_SetGL2D (void) {
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// set time for 2D shaders
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backEnd.refdef.time = ri.Milliseconds();
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backEnd.refdef.floatTime = (double)backEnd.refdef.time * 0.001f;
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backEnd.refdef.floatTime = backEnd.refdef.time * 0.001;
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}
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