fix deltatime calculation

This commit is contained in:
headshot2017
2023-01-23 21:11:16 -04:00
parent b79601bb8e
commit b758c9a037
+5 -6
View File
@@ -130,13 +130,16 @@ int main( void )
marioGeometry.uv = (float*)malloc( sizeof(float) * 6 * SM64_GEO_MAX_TRIANGLES );
marioGeometry.numTrianglesUsed = 0;
float tick = 0, dt = 0;
float tick = 0;
uint32_t lastTicks = 0;
audio_init();
do
{
uint64_t start = SDL_GetPerformanceCounter();
float dt = (SDL_GetTicks() - lastTicks) / 1000.f;
lastTicks = SDL_GetTicks();
tick += dt;
SDL_GameController *controller = context_get_controller();
float x_axis, y_axis, x0_axis;
@@ -233,10 +236,6 @@ int main( void )
for (int i=0; i<marioGeometry.numTrianglesUsed*9; i++) marioGeometry.position[i] = lerp(lastGeoPos[i], currGeoPos[i], tick / (1.f/30));
renderer->draw( &renderState, cameraPos, &marioState, &marioGeometry );
uint64_t end = SDL_GetPerformanceCounter();
dt = (float)(end-start) / (float)SDL_GetPerformanceFrequency();
tick += dt;
}
while( context_flip_frame_poll_events() );