ModelInstance::render poses its model (updateCalSkeleton) before drawing it;
the adapter redirects that one call (after checking it) to ours, which between
ticks moves each playing animation that went on a frame at the last tick ahead
by the fraction of a frame since, has IMVU's code pose the skeleton (Cal3D
poses between keyframes), and puts the animations back, marking the skeleton
to be posed again. Held, looping and starting animations are posed as they
are. The frame lengths come from zero.dll's millisecondsPerFrame and
secondsPerFrame.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
The renderer process now takes each view's chunks on a thread of its own as
they come, and draws the newest frame on its main thread: the client no longer
waits for the previous frame to be drawn (on a VM, 22 of a frame's 25 ms).
The adapter records the client's steps (SceneViewer::step, by replacing its
entry in the exported IFrameListener vtable, after checking it), and the frame
pacer doesn't ask for a frame that wouldn't end before the next step is due: a
late step made the client catch up two at once, which showed as hitches. While
the renderer process covers the view, the client's renderer doesn't begin or
present frames, which could wait for the display.
The engine's stats now include the time in the client renderer's methods.
Co-Authored-By: Claude Opus 5.5 <[email protected]>