From 205001ab8d1a53338c3d98f52f381269124db928 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Sun, 27 Jan 2008 03:18:10 +0000 Subject: * Highly experimental ODE_STEPSIZE = 0.025f - 1000 / 25 = 40fps - 10 substeps with fallback to 5 substeps when things get slow * Just to give you an idea of the difference .. previous ODE_STEPSIZE was 0.005f - 1000/5 = 200fps - 10 substeps with fallback to 5 substeps when things get slow * *nix avatar may fall over again, *sorry* --- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs') diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 0563992..e22b2a1 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -80,7 +80,7 @@ namespace OpenSim.Region.Physics.OdePlugin private const uint m_regionWidth = 256; private const uint m_regionHeight = 256; - private static float ODE_STEPSIZE = 0.004f; + private static float ODE_STEPSIZE = 0.025f; private static bool RENDER_FLAG = false; private static float metersInSpace = 29.9f; private IntPtr contactgroup; @@ -1087,7 +1087,7 @@ namespace OpenSim.Region.Physics.OdePlugin // Figure out the Frames Per Second we're going at. //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size - fps = ((step_time/ODE_STEPSIZE)*(m_physicsiterations*250)); + fps = (step_time/ODE_STEPSIZE) * 1000; while (step_time > 0.0f) -- cgit v1.1