recover bulletS fps math change lost in merge
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812e808cee
commit
6bca0c9c9c
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@ -762,7 +762,8 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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// The physics engine returns the number of milliseconds it simulated this call.
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// The physics engine returns the number of milliseconds it simulated this call.
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// These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
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// These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
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// Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55).
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// Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55).
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m_simulatedTime += (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate;
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// m_simulatedTime += (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate;
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m_simulatedTime += (float)numSubSteps * m_fixedTimeStep;
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}
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}
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// Called by a BSPhysObject to note that it has changed properties and this information
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// Called by a BSPhysObject to note that it has changed properties and this information
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@ -849,7 +850,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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// Return the framerate simulated to give the above returned results.
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// Return the framerate simulated to give the above returned results.
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// (Race condition here but this is just bookkeeping so rare mistakes do not merit a lock).
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// (Race condition here but this is just bookkeeping so rare mistakes do not merit a lock).
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float simTime = m_simulatedTime;
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float simTime = m_simulatedTime / timeStep;
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m_simulatedTime = 0f;
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m_simulatedTime = 0f;
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return simTime;
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return simTime;
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}
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}
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