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Ignore:
Timestamp:
May 11, 2005, 12:49:49 AM (19 years ago)
Author:
patrick
Message:

orxonox/branches/md2_loader: merged trunk into md2_loader branche using command: svn merge ../trunk md2_loader -r 4139:HEAD

Location:
orxonox/branches/md2_loader/src/story_entities
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • orxonox/branches/md2_loader/src/story_entities/world.cc

    r4153 r4160  
    11211121     
    11221122      /* function to let all entities tick (iterate through list) */
    1123       float seconds = this->dt / 1000.0;     
    1124       this->gameTime += seconds;
     1123      this->dtS = (float)this->dt / 1000.0;     
     1124      this->gameTime += this->dtS;
    11251125      //entity = entities->enumerate();
    11261126      tIterator<WorldEntity>* iterator = this->entities->getIterator();
     
    11281128      while( entity != NULL)
    11291129        {
    1130           entity->tick (seconds);
     1130          entity->tick (this->dtS);
    11311131          entity = iterator->nextElement();
    11321132        }
     
    11361136      this->trackManager->tick(this->dt);
    11371137      this->localCamera->tick(this->dt);
    1138       this->garbageCollector->tick(seconds);
     1138      this->garbageCollector->tick(this->dtS);
    11391139         
    1140           /* actualy the Graphics Engine should tick the world not the other way around...
    1141                 but since we like the things not too complicated we got it this way around
    1142                 until there is need or time to do it the other way around.
    1143                 \todo: GraphicsEngine ticks world: separation of processes and data...
    1144           */
    1145       GraphicsEngine::getInstance()->tick(seconds);
    1146           AnimationPlayer::getInstance()->tick(seconds);
     1140      /* actualy the Graphics Engine should tick the world not the other way around...
     1141        but since we like the things not too complicated we got it this way around
     1142        until there is need or time to do it the other way around.
     1143        \todo: GraphicsEngine ticks world: separation of processes and data...
     1144      */
     1145      GraphicsEngine::getInstance()->tick(this->dtS);
     1146      AnimationPlayer::getInstance()->tick(this->dtS);
    11471147    }
    11481148  this->lastFrame = currentFrame;
     
    11591159{
    11601160  this->garbageCollector->update();
    1161   this->nullParent->update (dt);
     1161  this->nullParent->update (this->dtS);
    11621162}
    11631163
  • orxonox/branches/md2_loader/src/story_entities/world.h

    r4152 r4160  
    9595  Uint32 lastFrame;                   //!< last time of frame
    9696  Uint32 dt;                          //!< time needed to calculate this frame
     97  float dtS;                          //!< The time needed for caluculations in seconds
    9798  double gameTime;                    //!< this is where the game time is saved
    9899  bool bQuitOrxonox;                  //!< quit this application
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