Fixed Timestep Interpolation (3D)

Adds 3D fixed timestep interpolation to the rendering server.
This does not yet include support for multimeshes or particles.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
This commit is contained in:
Ricardo Buring
2024-05-26 19:39:28 +02:00
parent 42e5b3ac2d
commit 2f8ab4a654
31 changed files with 1470 additions and 69 deletions

View File

@@ -299,17 +299,6 @@ int64_t MainTimerSync::DeltaSmoother::smooth_delta(int64_t p_delta) {
// before advance_core considers changing the physics_steps return from
// the typical values as defined by typical_physics_steps
double MainTimerSync::get_physics_jitter_fix() {
// Turn off jitter fix when using fixed timestep interpolation.
// Note this shouldn't be on UNTIL 3d interpolation is implemented,
// otherwise we will get people making 3d games with the physics_interpolation
// set to on getting jitter fix disabled unexpectedly.
#if 0
if (Engine::get_singleton()->is_physics_interpolation_enabled()) {
// Would be better to write a simple bypass for jitter fix but this will do to get started.
return 0.0;
}
#endif
return Engine::get_singleton()->get_physics_jitter_fix();
}