Add some tolerance in checks against zero floating point values
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@@ -146,7 +146,7 @@ int32 Engine::Main(const Char* cmdLine)
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while (!ShouldExit())
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while (!ShouldExit())
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{
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{
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// Reduce CPU usage by introducing idle time if the engine is running very fast and has enough time to spend
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// Reduce CPU usage by introducing idle time if the engine is running very fast and has enough time to spend
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if ((useSleep && Time::UpdateFPS > 0) || !Platform::GetHasFocus())
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if ((useSleep && Time::UpdateFPS > ZeroTolerance) || !Platform::GetHasFocus())
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{
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{
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double nextTick = Time::GetNextTick();
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double nextTick = Time::GetNextTick();
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double timeToTick = nextTick - Platform::GetTimeSeconds();
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double timeToTick = nextTick - Platform::GetTimeSeconds();
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@@ -189,11 +189,11 @@ double Time::GetNextTick()
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const double nextDraw = Time::Draw.NextBegin;
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const double nextDraw = Time::Draw.NextBegin;
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double nextTick = MAX_double;
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double nextTick = MAX_double;
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if (UpdateFPS > 0 && nextUpdate < nextTick)
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if (UpdateFPS > ZeroTolerance && nextUpdate < nextTick)
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nextTick = nextUpdate;
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nextTick = nextUpdate;
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if (PhysicsFPS > 0 && nextPhysics < nextTick)
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if (PhysicsFPS > ZeroTolerance && nextPhysics < nextTick)
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nextTick = nextPhysics;
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nextTick = nextPhysics;
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if (DrawFPS > 0 && nextDraw < nextTick)
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if (DrawFPS > ZeroTolerance && nextDraw < nextTick)
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nextTick = nextDraw;
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nextTick = nextDraw;
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if (nextTick == MAX_double)
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if (nextTick == MAX_double)
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