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REVIEWED: Right timing
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@ -667,7 +667,7 @@ MODELS = \
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models/models_animation_blend_custom \
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models/models_animation_blend_custom \
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models/models_animation_blending \
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models/models_animation_blending \
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models/models_animation_gpu_skinning \
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models/models_animation_gpu_skinning \
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models/models_animation_timming \
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models/models_animation_timing \
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models/models_basic_voxel \
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models/models_basic_voxel \
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models/models_billboard_rendering \
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models/models_billboard_rendering \
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models/models_bone_socket \
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models/models_bone_socket \
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@ -645,7 +645,7 @@ MODELS = \
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models/models_animation_blend_custom \
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models/models_animation_blend_custom \
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models/models_animation_blending \
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models/models_animation_blending \
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models/models_animation_gpu_skinning \
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models/models_animation_gpu_skinning \
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models/models_animation_timming \
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models/models_animation_timing \
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models/models_basic_voxel \
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models/models_basic_voxel \
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models/models_billboard_rendering \
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models/models_billboard_rendering \
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models/models_bone_socket \
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models/models_bone_socket \
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@ -1218,7 +1218,7 @@ models/models_animation_gpu_skinning: models/models_animation_gpu_skinning.c
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--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
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--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
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--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
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--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
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models/models_animation_timming: models/models_animation_timming.c
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models/models_animation_timing: models/models_animation_timing.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb
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--preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb
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@ -199,8 +199,8 @@ int main(void)
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}
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}
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// Update progress bars values with current frame for each animation
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// Update progress bars values with current frame for each animation
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float animFrameProgress0 = animCurrentFrame0;
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animFrameProgress0 = animCurrentFrame0;
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float animFrameProgress1 = animCurrentFrame1;
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animFrameProgress1 = animCurrentFrame1;
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Draw
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// Draw
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@ -1782,7 +1782,7 @@ int InitPlatform(void)
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}
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}
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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// Initialize timming system
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// Initialize timing system
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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InitTimer();
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InitTimer();
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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@ -1655,7 +1655,7 @@ int InitPlatform(void)
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TRACELOG(LOG_INFO, " > GLSL: %s", "NOT SUPPORTED");
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TRACELOG(LOG_INFO, " > GLSL: %s", "NOT SUPPORTED");
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}
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}
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// Initialize timming system
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// Initialize timing system
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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LARGE_INTEGER time = { 0 };
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LARGE_INTEGER time = { 0 };
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QueryPerformanceCounter(&time);
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QueryPerformanceCounter(&time);
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@ -1613,7 +1613,7 @@ int InitPlatform(void)
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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// Initialize timing system
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// Initialize timing system
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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// NOTE: timming system must be initialized before the input events system
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// NOTE: timing system must be initialized before the input events system
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InitTimer();
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InitTimer();
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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@ -55,7 +55,7 @@
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Platform-specific required data for timming (Win32)
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// Platform-specific required data for timing (Win32)
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#if defined(_WIN32)
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#if defined(_WIN32)
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typedef struct _LARGE_INTEGER { int64_t QuadPart; } LARGE_INTEGER;
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typedef struct _LARGE_INTEGER { int64_t QuadPart; } LARGE_INTEGER;
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__declspec(dllimport) int __stdcall QueryPerformanceCounter(LARGE_INTEGER *lpPerformanceCount);
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__declspec(dllimport) int __stdcall QueryPerformanceCounter(LARGE_INTEGER *lpPerformanceCount);
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@ -1593,7 +1593,7 @@ Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera)
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}
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}
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Module Functions Definition: Timming
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// Module Functions Definition: Timing
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
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// NOTE: Functions with a platform-specific implementation on rcore_<platform>.c
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