compound
20-02-2008 21:56:06
ok basically i have read countless amounts of threads that seemed related to this and tried pretty much everything i could to fix it
originally i was using an ogrenewt basic frame listener at 60 fps, without vsync on this messed up the whole simulation.
with vsync on it seemed to move in time, but every now and then (as ive discovered now through reading the code) that it has a hack to make it "catch up" i think this is the point i have the problem, moving bodys such as my lifts and player character seem to shake about very badly until it has caught up with the current frame time., is usually for less than a second but is still VERY noticable.
now ive tried various different modifications to the ogrenewt basic frame lsitener that i have seen around the forums with little success
the only thing i have found that has worked reasonably well is update the frame like this m_World->update(60); in my main frame listener. the bodys move as expected no jittering or collision issues.
but for some reason using this method makes the motion seem to be "low gravity" .
does anyone know how i can solve this problem?
thanks alot
originally i was using an ogrenewt basic frame listener at 60 fps, without vsync on this messed up the whole simulation.
with vsync on it seemed to move in time, but every now and then (as ive discovered now through reading the code) that it has a hack to make it "catch up" i think this is the point i have the problem, moving bodys such as my lifts and player character seem to shake about very badly until it has caught up with the current frame time., is usually for less than a second but is still VERY noticable.
now ive tried various different modifications to the ogrenewt basic frame lsitener that i have seen around the forums with little success
the only thing i have found that has worked reasonably well is update the frame like this m_World->update(60); in my main frame listener. the bodys move as expected no jittering or collision issues.
but for some reason using this method makes the motion seem to be "low gravity" .
does anyone know how i can solve this problem?
thanks alot