Okay so the render loop is called as fast as possible.
Also I am getting matrix transforms from motion states.
Here's the render loop:
Basically when I call "BulletPhysics().Update();" this is whats happening://Render Game World
void GameWorld::Render(float interp)
{
//Tick Bullet Physics
BulletPhysics().Update();
RenderSystem().ClearRender();
RenderSystem().BeginRender();
/* Render SceneNode Graph */
SceneGraph().ChainRender();
/* Render Particle System */
ParticleSystem().Render(interp);
RenderSystem().EndRender();
RenderSystem().ShowRender();
}
void BulletPhysics::Update()
{
const double dt = m_clock.getTimeMicroseconds() * 0.000001;
m_clock.reset();
m_dynamicsWorld->stepSimulation(btScalar(dt));
}
So why am I getting this strange, what I assume is, a frame synchronisation error? If you need any more information please do not hesitate to ask!
