The textures aren't animated. Instead, it just uses one texture.
The texture filtering isn't as good as at it could be.
I also cleaned up a few issues with the background renderers:
Cleaned up some stuff that is common to hfrag, tie, tfrag, shrub
Moved time-of-day color packing stuff to FR3 creation, rather than at level load. This appears to reduce the frame time spikes when a level is first drawn by about 5 or 6 ms in big levels.
Cleaned up the x86 specific stuff used in time of day. Now there's only one place where we have an ifdef, rather than spreading it all over the rendering code.
This adds hfrag, but with a few remaining issues:
I also cleaned up a few issues with the background renderers:
ifdef
, rather than spreading it all over the rendering code.