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authorMitchell Stokes <mogurijin@gmail.com>2012-07-30 03:53:21 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-07-30 03:53:21 +0400
commitae483e0cd2e9cafac08b26c917687b74c6d4a661 (patch)
treeb0d7dd75e644abbbfbdf4bad65c912d944339d9f /source/gameengine
parent0690f6287cce55bd3dc094c7b9723c8ace4e4128 (diff)
BGE: When using the "Restrict Animation Updates" option, animations are now truly frame rate independent. Thanks to vrav for reporting the issue in IRC.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
index 940f8e5c6fe..a560b606f5b 100644
--- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
+++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
@@ -784,21 +784,21 @@ else
// Handle the animations independently of the logic time step
if (GetRestrictAnimationFPS())
{
- m_logger->StartLog(tc_animations, m_kxsystem->GetTimeInSeconds(), true);
+ double clocktime = m_kxsystem->GetTimeInSeconds();
+ m_logger->StartLog(tc_animations, clocktime, true);
SG_SetActiveStage(SG_STAGE_ANIMATION_UPDATE);
double anim_timestep = 1.0/KX_GetActiveScene()->GetAnimationFPS();
- if (m_clockTime - m_previousAnimTime > anim_timestep)
+ if (clocktime - m_previousAnimTime > anim_timestep)
{
// Sanity/debug print to make sure we're actually going at the fps we want (should be close to anim_timestep)
// printf("Anim fps: %f\n", 1.0/(m_clockTime - m_previousAnimTime));
- m_previousAnimTime = m_clockTime;
+ m_previousAnimTime = clocktime;
for (sceneit = m_scenes.begin();sceneit != m_scenes.end(); ++sceneit)
{
- (*sceneit)->UpdateAnimations(m_frameTime);
+ (*sceneit)->UpdateAnimations(clocktime);
}
}
- m_previousClockTime = m_clockTime;
}
// Start logging time spend outside main loop