ulf.schroeter Posted November 26, 2010 Share Posted November 26, 2010 Possible Bug engine.game.getFTime() returns ifps * scale (same as engine.game.getIFps(), so maybe copy&past error). Shouldn't it be ftime * scale ? float Game::getFTime() const { ..... if(ifps > EPSILON) return ifps * scale; return engine.ftime * scale; } Link to comment
ulf.schroeter Posted November 30, 2010 Author Share Posted November 30, 2010 Looks like bug is NOT fixed within SDK-2010-11-29 or it is no bug. UNIGINE comment would be helpful. Link to comment
frustum Posted December 1, 2010 Share Posted December 1, 2010 It's a correct behavior. The function returns the fixed FPS value set via engine.game.setIFps(), not the real rendering one. Link to comment
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