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
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@@ -49,7 +49,7 @@ namespace Translator_Internal
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desc.ps = wi::renderer::GetShader(wi::enums::PSTYPE_VERTEXCOLOR);
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desc.il = wi::renderer::GetInputLayout(wi::enums::ILTYPE_VERTEXCOLOR);
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desc.dss = wi::renderer::GetDepthStencilState(wi::enums::DSSTYPE_DEFAULT);
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desc.rs = wi::renderer::GetRasterizerState(wi::enums::RSTYPE_WIRE_DOUBLESIDED_SMOOTH);
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desc.rs = wi::renderer::GetRasterizerState(wi::enums::RSTYPE_WIRE_DOUBLESIDED);
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desc.bs = wi::renderer::GetBlendState(wi::enums::BSTYPE_TRANSPARENT);
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desc.pt = PrimitiveTopology::LINELIST;
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+2
-2
@@ -1,6 +1,6 @@
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SetProfilerEnabled(false)
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physics.SetFrameRate(120)
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physics.SetAccuracy(2)
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--physics.SetFrameRate(120)
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--physics.SetAccuracy(4)
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-- You can set custom scaling for 2D screen elements here (GUI, sprites, fonts):
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--local canvas = application.GetCanvas()
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@@ -25,7 +25,7 @@ namespace wi::physics
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bool ENABLED = true;
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bool SIMULATION_ENABLED = true;
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bool DEBUGDRAW_ENABLED = false;
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int ACCURACY = 2;
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int ACCURACY = 8;
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int softbodyIterationCount = 5;
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float TIMESTEP = 1.0f / 120.0f;
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std::mutex physicsLock;
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@@ -9,7 +9,7 @@ namespace wi::version
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// minor features, major updates, breaking compatibility changes
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const int minor = 71;
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// minor bug fixes, alterations, refactors, updates
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const int revision = 355;
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const int revision = 356;
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const std::string version_string = std::to_string(major) + "." + std::to_string(minor) + "." + std::to_string(revision);
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