rendered paste bodyvoid render(void){unsigned long Time = GetCurrentTime() - StartTime;Time %= frames[4].time;unsigned long KeyF1 = 0, KeyF2 = 0, TimeDiff = 0; for(unsigned long i = 0; i < 4; i++) { if(Time >= frames[i].time) KeyF1 = i; } KeyF2 = (KeyF1 == 5) ? KeyF1 : KeyF1 + 1; TimeDiff = frames[KeyF2].time - frames[KeyF1].time; if(!TimeDiff) TimeDiff = 1; float Scalar = ((float)(Time - frames[KeyF1].time) / (float)TimeDiff); CQuaternion quaternionRot; CVector4 intVec;//// tutaj na liniowy intVec.x = frames[KeyF1].trans.x + (frames[KeyF2].trans.x - frames[KeyF1].trans.x) * Scalar; intVec.y = frames[KeyF1].trans.y + (frames[KeyF2].trans.y - frames[KeyF1].trans.y) * Scalar; intVec.z = frames[KeyF1].trans.z + (frames[KeyF2].trans.z - frames[KeyF1].trans.z) * Scalar;/// a tu beizerek nx=Bezier( frames[0].trans.x,frames[1].trans.x,frames[2].trans.x,frames[3].trans.x,Scalar );ny=Bezier( frames[0].trans.y,frames[1].trans.y,frames[2].trans.y,frames[3].trans.y,Scalar );nz=Bezier( frames[0].trans.z,frames[1].trans.z,frames[2].trans.z,frames[3].trans.z,Scalar );