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authorMitchell Stokes <mogurijin@gmail.com>2012-11-24 12:10:56 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-11-24 12:10:56 +0400
commit993d5e58bde92bfabc14e875e6fabf2a86b143da (patch)
tree0b88f55022436ba524341cfb81909c442cd9d26f /source/gameengine/Ketsji
parent8be86d32542c13a1ae0642194d1ed5378a1e5b7c (diff)
BGE: Implementing a fix for the "Problem With Clock" issues reported in #32708 and #33088. At the moment this feels like a bit of a stop gap, but it does solve the stuttering issue that #33088 mentioned.
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index 88095d90185..a12e12ccef2 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -552,10 +552,9 @@ bool KX_KetsjiEngine::NextFrame()
double deltatime = m_clockTime - m_frameTime;
if (deltatime<0.f)
{
- printf("problem with clock\n");
- deltatime = 0.f;
- m_clockTime = 0.f;
- m_frameTime = 0.f;
+ // We got here too quickly, which means there is nothing todo, just return and don't render.
+ // Not sure if this is the best fix, but it seems to stop the jumping framerate issue (#33088)
+ return false;
}