Rename iterations_per_second to physics_ticks_per_second
This makes it clearer that this property is only about physics FPS, not rendering FPS. The `physics_fps` project setting was also renamed to `physics_ticks_per_second` for consistency.
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@ -77,10 +77,10 @@ protected:
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int get_average_physics_steps(double &p_min, double &p_max);
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// advance physics clock by p_process_step, return appropriate number of steps to simulate
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MainFrameTime advance_core(double p_physics_step, int p_physics_fps, double p_process_step);
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MainFrameTime advance_core(double p_physics_step, int p_physics_ticks_per_second, double p_process_step);
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// calls advance_core, keeps track of deficit it adds to animaption_step, make sure the deficit sum stays close to zero
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MainFrameTime advance_checked(double p_physics_step, int p_physics_fps, double p_process_step);
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MainFrameTime advance_checked(double p_physics_step, int p_physics_ticks_per_second, double p_process_step);
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// determine wall clock step since last iteration
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double get_cpu_process_step();
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@ -96,7 +96,7 @@ public:
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void set_fixed_fps(int p_fixed_fps);
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// advance one frame, return timesteps to take
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MainFrameTime advance(double p_physics_step, int p_physics_fps);
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MainFrameTime advance(double p_physics_step, int p_physics_ticks_per_second);
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};
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#endif // MAIN_TIMER_SYNC_H
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