Time in cinematic is now computed by stacking tpf

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9122 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
This commit is contained in:
rem..om 2012-01-30 21:15:28 +00:00
parent ebb2fca18f
commit 0c5e5341bd

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@ -133,8 +133,8 @@ public abstract class AbstractCinematicEvent implements CinematicEvent {
*/ */
public void internalUpdate(float tpf) { public void internalUpdate(float tpf) {
if (playState == PlayState.Playing) { if (playState == PlayState.Playing) {
//time = time+ (tpf * speed); time = time+ (tpf * speed);
time = elapsedTimePause + (timer.getTimeInSeconds() - start) * speed; //time = elapsedTimePause + (timer.getTimeInSeconds() - start) * speed;
onUpdate(tpf); onUpdate(tpf);
if (time >= initialDuration && loopMode == loopMode.DontLoop) { if (time >= initialDuration && loopMode == loopMode.DontLoop) {