virtualx-engine/main
lawnjelly 93557927e4 Add option to sync frame delta after draw
Investigations have showed that a lot of the random variation in frame deltas causing glitches may be due to sampling the time at the wrong place in the game loop.

Although sampling at the start of Main::Iteration makes logical sense, the most consistent deltas may be better measured after the location likely to block at vsync - either the OpenGL draw commands or the SwapBuffers.

Here we add an experimental setting to allow syncing after the OpenGL draw section of Main::Iteration.
2021-07-22 12:04:22 +01:00
..
tests Use modules_enabled.gen.h to improve inter dependency checks 2021-07-14 23:36:38 +02:00
app_icon.png
default_controller_mappings.h Update copyright statements to 2021 2021-01-13 16:17:06 +01:00
gamecontrollerdb.txt Sync controller mappings DB with SDL2 community repo 2021-07-20 13:20:40 +02:00
godotcontrollerdb.txt [HTML5] Add 2 controllers to the godot database. 2021-07-20 13:05:10 +02:00
input_default.cpp Fix game controllers ignoring the last listed button 2021-06-03 15:45:05 +01:00
input_default.h Fix game controllers ignoring the last listed button 2021-06-03 15:45:05 +01:00
main.cpp Add option to sync frame delta after draw 2021-07-22 12:04:22 +01:00
main.h Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
main_builders.py Tweak the editor splash screen color to better match the default theme 2021-03-19 10:51:39 +01:00
main_timer_sync.cpp Add frame delta smoothing option 2021-07-14 08:44:31 +01:00
main_timer_sync.h Add frame delta smoothing option 2021-07-14 08:44:31 +01:00
performance.cpp Style: Enforce braces around if blocks and loops 2021-05-05 15:02:01 +02:00
performance.h Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
SCsub SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
splash.png
splash_editor.png Update AUTHORS and DONORS list 2020-10-28 15:09:17 +01:00