2.5: Animation playback without sync option was slightly slower

than expected time, even when it could keep up. Changed the WM
timer logic a bit to always target the next frame time exactly,
This commit is contained in:
Brecht Van Lommel
2009-08-21 16:28:49 +00:00
parent f2e7ca0de3
commit bc41c845f3
2 changed files with 7 additions and 1 deletions

View File

@@ -283,6 +283,8 @@ typedef struct wmTimer {
double delta; /* time since previous step in seconds */
double ltime; /* internal, last time timer was activated */
double ntime; /* internal, next time we want to activate the timer */
double stime; /* internal, when the timer started */
int sleep; /* internal, put timers to sleep when needed */
} wmTimer;

View File

@@ -26,6 +26,7 @@
* ***** END GPL LICENSE BLOCK *****
*/
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
@@ -690,12 +691,13 @@ static int wm_window_timer(const bContext *C)
wmTimer *wt;
for(wt= win->timers.first; wt; wt= wt->next) {
if(wt->sleep==0) {
if(wt->timestep < time - wt->ltime) {
if(time > wt->ntime) {
wmEvent event= *(win->eventstate);
wt->delta= time - wt->ltime;
wt->duration += wt->delta;
wt->ltime= time;
wt->ntime= wt->stime + wt->timestep*ceil(wt->duration/wt->timestep);
event.type= wt->event_type;
event.custom= EVT_DATA_TIMER;
@@ -790,6 +792,8 @@ wmTimer *WM_event_add_window_timer(wmWindow *win, int event_type, double timeste
wt->event_type= event_type;
wt->ltime= PIL_check_seconds_timer();
wt->ntime= wt->ltime + timestep;
wt->stime= wt->ltime;
wt->timestep= timestep;
BLI_addtail(&win->timers, wt);