andrey.ershov Posted October 8, 2012 Share Posted October 8, 2012 Hello! I have a problem. If I modify "C:\Unigine Evaluation Kit\demos\samples_widgets_d3d11.bat": to "world_load samples/widgets/splash_03" instead "world_load samples/widgets/button_00". And add into "C:\Unigine Evaluation Kit\data\samples\widgets\splash_03.cpp" in Splash() { ... button_clicked(); } Video is played very fast. However if I click in splash_03 button from Unigine UI, video played with normal speed. Questions: how play video with normal speed if I starting from bat.file? Link to comment
andrey.ershov Posted October 30, 2012 Author Share Posted October 30, 2012 Solutions are still not. Maybe someone has an idea why the video can be played back rapidly? Link to comment
manguste Posted November 7, 2012 Share Posted November 7, 2012 There's a trick in that. Both script init() and splashes stop the fps counter (for example, so you get the valid FPS value after the world load). They call engine.app.stopFPS() which increments a flag under the hood. But in this sample engine.app.startFps() is called only once. The flag value is decremented, but it's not enough, since init() has also incremented this value. As a result, splash is played with default 60 fps. Calling engine.app.startFps() function twice is all you need to solve this issue. (But be careful, if you click a button to play the splash screen in the update, it'll result in assertion). engine.app.startFps(); engine.app.startFps(); do { engine.splash.renderInterface(); } while(sprite_video.isPlaying() && engine.app.clearKeyState(APP_KEY_ESC) == 0); engine.app.stopFps(); engine.app.stopFps(); Link to comment
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