some small improvements:

- default physics stepcount increased to maintain 120 FPS even below 30 gfx FPS
- editor translator disable smooth wireframe because intel draws it ugly
This commit is contained in:
Turanszki Janos
2023-12-21 13:58:33 +01:00
parent 2f5631e46a
commit 7fcd03b7ab
4 changed files with 5 additions and 5 deletions
+1 -1
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@@ -49,7 +49,7 @@ namespace Translator_Internal
desc.ps = wi::renderer::GetShader(wi::enums::PSTYPE_VERTEXCOLOR);
desc.il = wi::renderer::GetInputLayout(wi::enums::ILTYPE_VERTEXCOLOR);
desc.dss = wi::renderer::GetDepthStencilState(wi::enums::DSSTYPE_DEFAULT);
desc.rs = wi::renderer::GetRasterizerState(wi::enums::RSTYPE_WIRE_DOUBLESIDED_SMOOTH);
desc.rs = wi::renderer::GetRasterizerState(wi::enums::RSTYPE_WIRE_DOUBLESIDED);
desc.bs = wi::renderer::GetBlendState(wi::enums::BSTYPE_TRANSPARENT);
desc.pt = PrimitiveTopology::LINELIST;
+2 -2
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@@ -1,6 +1,6 @@
SetProfilerEnabled(false)
physics.SetFrameRate(120)
physics.SetAccuracy(2)
--physics.SetFrameRate(120)
--physics.SetAccuracy(4)
-- You can set custom scaling for 2D screen elements here (GUI, sprites, fonts):
--local canvas = application.GetCanvas()
+1 -1
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@@ -25,7 +25,7 @@ namespace wi::physics
bool ENABLED = true;
bool SIMULATION_ENABLED = true;
bool DEBUGDRAW_ENABLED = false;
int ACCURACY = 2;
int ACCURACY = 8;
int softbodyIterationCount = 5;
float TIMESTEP = 1.0f / 120.0f;
std::mutex physicsLock;
+1 -1
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@@ -9,7 +9,7 @@ namespace wi::version
// minor features, major updates, breaking compatibility changes
const int minor = 71;
// minor bug fixes, alterations, refactors, updates
const int revision = 355;
const int revision = 356;
const std::string version_string = std::to_string(major) + "." + std::to_string(minor) + "." + std::to_string(revision);