Revision: 45408
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=45408
Author: moguri
Date: 2012-04-05 03:05:02 +0000 (Thu, 05 Apr 2012)
Log Message:
-----------
This fixes BGE bugs #30484 (Frame rate increases very high after game engine
start with record animation enabled) and #29449 (Record Animation runs 1000+
fps on Mac OSX 10.6.8 64bit). The problem was, recording animation was forcing
"fixed time", which always advances the engine one frame instead of advancing
based on time passed. This means that "fixed time" runs at full speed. Now
fixed time is disabled when recording animation.
Modified Paths:
--------------
trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
Modified:
trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
===================================================================
--- trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
2012-04-05 02:23:00 UTC (rev 45407)
+++ trunk/blender/source/gameengine/BlenderRoutines/BL_KetsjiEmbedStart.cpp
2012-04-05 03:05:02 UTC (rev 45408)
@@ -192,7 +192,7 @@
bool mouse_state = startscene->gm.flag & GAME_SHOW_MOUSE;
bool restrictAnimFPS = startscene->gm.flag &
GAME_RESTRICT_ANIM_UPDATES;
- if (animation_record) usefixed= true; /* override since you's
always want fixed time for sim recording */
+ if (animation_record) usefixed= false; /* override since you
don't want to run full-speed for sim recording */
// create the canvas, rasterizer and rendertools
RAS_ICanvas* canvas = new KX_BlenderCanvas(win, area_rect, ar);
Modified: trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp 2012-04-05
02:23:00 UTC (rev 45407)
+++ trunk/blender/source/gameengine/Ketsji/KX_KetsjiEngine.cpp 2012-04-05
03:05:02 UTC (rev 45408)
@@ -1772,8 +1772,8 @@
m_animation_record = animation_record;
if (animation_record)
{
- //when recording physics keyframes, always run at a fixed
framerate
- m_bFixedTime = true;
+ //when recording physics keyframes, run at a variable (capped)
frame rate (fixed time == full speed)
+ m_bFixedTime = false;
}
m_currentFrame = startFrame;
}
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