to the last _enabled_ view instead of just the last view. Fixed the internal IsoTimer to report the proper resolution. It was reporting picoseconds when it is actually returning milliseconds. This manifested itself as a stuck g_Time in my shaders because time was creeping along so slowly (if at all... I'm not sure float has enough resolution to measure 1 / 1000000000 resolution. git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9357 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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A complete 3D game development suite written purely in Java.
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