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@@ -522,6 +522,9 @@ void Scene::Update(float timeStep)
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// Post-update variable timestep logic
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// Post-update variable timestep logic
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SendEvent(E_SCENEPOSTUPDATE, eventData);
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SendEvent(E_SCENEPOSTUPDATE, eventData);
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+ // Note: using a float for elapsed time accumulation is inherently inaccurate. The purpose of this value is
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+ // primarily to update material animation effects, as it is available to shaders. It can be reset by calling
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+ // SetElapsedTime()
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elapsedTime_ += timeStep;
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elapsedTime_ += timeStep;
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}
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}
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