- added linear limits to btGeneric6DofConstraint and made sure the linear axis are in local space of objectA

- use microseconds instead of milliseconds for deltatime
This commit is contained in:
ejcoumans
2006-11-07 02:32:52 +00:00
parent 074e2b2d3b
commit c3ed55057c
12 changed files with 163 additions and 39 deletions

View File

@@ -61,14 +61,14 @@ void BasicDemo::clientMoveAndDisplay()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//simple dynamics world doesn't handle fixed-time-stepping
float ms = m_clock.getTimeMilliseconds();
float ms = m_clock.getTimeMicroseconds();
m_clock.reset();
float minFPS = 1000.f/60.f;
float minFPS = 1000000.f/60.f;
if (ms > minFPS)
ms = minFPS;
if (m_dynamicsWorld)
m_dynamicsWorld->stepSimulation(ms / 1000.f);
m_dynamicsWorld->stepSimulation(ms / 1000000.f);
renderme();