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loop at 16ms intervals instead of 60ms

main
cinnaboot 5 years ago
parent
commit
a6ca5d6f41
  1. 4
      src/main.cpp

4
src/main.cpp

@ -355,7 +355,7 @@ loadScene(RenderState* rs)
void
loop(RenderState* rs)
{
u32 delay = 60;
u32 delay = 16;
u32 frame_start, frame_time;
bool running = true;
SDL_Event e;
@ -380,7 +380,7 @@ loop(RenderState* rs)
for (u32 j = 0; j < rg.num_entites; j++) {
Entity& e = rg.entities[j];
rotateEntity(&e, glm::vec3(0, 1, 0), (float) M_PI / 60);
rotateEntity(&e, glm::vec3(0, 1, 0), (float) M_PI / (3 * 60));
for (u32 k = 0; k < e.num_meshes; k++) {
GLmesh& glm = e.meshes[k];

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