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Bug in engine.game.getFTime() ?


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Posted

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;
}

Posted

Looks like bug is NOT fixed within SDK-2010-11-29 or it is no bug. UNIGINE comment would be helpful.

Posted

It's a correct behavior. The function returns the fixed FPS value set via engine.game.setIFps(), not the real rendering one.

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