nextUpdate = timer::ticks();
- scalar totalTime = 0.0;
- scalar ticks = timer::ticks();
+ //scalar totalTime = 0.0;
+ //scalar ticks = timer::ticks();
- scalar nextUpdate = ticks;
- scalar nextDraw = ticks;
- scalar nextSecond = ticks + SCALAR(1.0);
+ //scalar nextUpdate = ticks;
+ //scalar nextDraw = ticks;
+ //scalar nextSecond = ticks + SCALAR(1.0);
fps_ = 0;
- int frameCount = 0;
+ //int frameCount = 0;
- const scalar timestep = SCALAR(0.01);//timestep_;
- const scalar framerate = framerate_;
+ //const scalar timestep = SCALAR(0.01);//timestep_;
+ //const scalar framerate = framerate_;
- const int MAX_FRAMESKIP = 15;
- const scalar inverseTimestep = SCALAR(1.0) / timestep;
+ //const int MAX_FRAMESKIP = 15;
+ //const scalar inverseTimestep = SCALAR(1.0) / timestep;
is_running_ = true;
for (;;)
{
- timer::fire_expired_timers(); // 1. fire timers
+ //timer::fire_expired_timers(); // 1. fire timers
dispatch_events(); // 2. dispatch events
//if (!is_running_) break;
//next = std::min(next, timer::next_event());
//if (ticks < next) timer::sleep(next, timer::absolute);
- timer::sleep(timer::next_event(), timer::absolute);
+ //timer::sleep(timer::next_event(), timer::absolute);
// Animation is choppy... the sound timer makes the draw occur
// late. It's not usually enough to make the FPS drop, but it