Sorry for my english...
I have discovered two bugs that are FPS dependent:
1. I have set the slidingSpeed parameter in getCollisionResultPosition to some value - every works fine, until FPS fall down (same prog, greater resolution) - animated node, which is not sliding when FPS stay high, now slides down on sloping parts of my mesh. Of course it may be solved by passing slidingSpeed multipled by time difference beetwen frames, but I think that this should be done in function getCollisionResultPosition internally.
2. MD2 morphing animation and high FPS - because of bug in WinXP, every time when fullscreen mode is set on this system the refresh rate stays on value currently used by desktop. So, if I have this value equal to 85 I may get only 85 fps in fullscreen when it is set without refresh rate specification (like in Irrlicht). Other systems, in this case, sets refresh rate to higher available in choosed mode. When FPS is limited by refresh rate of monitor not by gfx adapter the morphing of md2s behaves weird - this looks like flickering or like two frames dislayed in one (sorry - my english is too weak to describe this correctly :) Those thngs are more visible when animation of md2 is very dynamic...
Do you plan, Niko, to add possiblility to manual set the refresh rate in fullscreen modes? And what about VSync? - Sometimes is very important to turn it off.
FPS caused bugs
Re: FPS caused bugs
Ah, thanks for posting this! Did not know of this bug.Domin wrote:Of course it may be solved by passing slidingSpeed multipled by time difference beetwen frames, but I think that this should be done in function getCollisionResultPosition internally.
Interesting. Will check this out.Domin wrote:this looks like flickering or like two frames dislayed in one
Yep, I already planned this. Thanks for your post again, was very helpful.Domin wrote: Do you plan, Niko, to add possiblility to manual set the refresh rate in fullscreen modes? And what about VSync? - Sometimes is very important to turn it off.