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authorUbitUmarov2015-09-17 08:45:52 +0100
committerUbitUmarov2015-09-17 08:45:52 +0100
commit6bca0c9c9c689b58af71e61c45e29e0c9b4d851f (patch)
tree1f6534045420e8c7d118e9289de67db335f4d18d
parentremove messages on agents cross fails that got merged (diff)
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recover bulletS fps math change lost in merge
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSScene.cs5
1 files changed, 3 insertions, 2 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs b/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs
index 452ce55..b2d5e47 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs
@@ -762,7 +762,8 @@ namespace OpenSim.Region.PhysicsModule.BulletS
762 // The physics engine returns the number of milliseconds it simulated this call. 762 // The physics engine returns the number of milliseconds it simulated this call.
763 // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. 763 // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
764 // Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55). 764 // Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55).
765 m_simulatedTime += (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate; 765// m_simulatedTime += (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate;
766 m_simulatedTime += (float)numSubSteps * m_fixedTimeStep;
766 } 767 }
767 768
768 // Called by a BSPhysObject to note that it has changed properties and this information 769 // Called by a BSPhysObject to note that it has changed properties and this information
@@ -849,7 +850,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
849 850
850 // Return the framerate simulated to give the above returned results. 851 // Return the framerate simulated to give the above returned results.
851 // (Race condition here but this is just bookkeeping so rare mistakes do not merit a lock). 852 // (Race condition here but this is just bookkeeping so rare mistakes do not merit a lock).
852 float simTime = m_simulatedTime; 853 float simTime = m_simulatedTime / timeStep;
853 m_simulatedTime = 0f; 854 m_simulatedTime = 0f;
854 return simTime; 855 return simTime;
855 } 856 }