Unit X3DTime
Description
X3D time.
Source: scene/x3dtime.pas (line 17).
Uses
- Generics.Collections
- CastleUtils
- CastleTimeUtils
Overview
Classes, Interfaces, Objects and Records
| Name | Description |
|---|---|
Record TX3DTime |
Complete timestamp for X3D events. |
Types
PX3DTime = ˆTX3DTime; |
TFloatTime = CastleTimeUtils.TFloatTime; |
TX3DTimeList = specialize TStructList<TX3DTime>; |
Constants
OldestX3DTime: TX3DTime = (Seconds: OldestTime; PlusTicks: 0)
deprecated 'use TX3DTime.Oldest'; |
Description
Types
PX3DTime = ˆTX3DTime; |
|
This item has no description. |
TFloatTime = CastleTimeUtils.TFloatTime; |
|
Time in seconds. This is used throughout my engine to represent time as a floating-point value with good accuracy in seconds. Using the "double" precision (not just "single") is good to guarantee good accuracy. It is also the precision required for storing time in X3D. See also: https://randomascii.wordpress.com/2012/02/13/dont-store-that-in-a-float/ https://twitter.com/ID_AA_Carmack/status/418158611664097280 To test that "single" is not enough, open some animation in castle-model-viewer, and change "on display" time pass to 1000. It goes even better if AutoRedisplay is |
TX3DTimeList = specialize TStructList<TX3DTime>; |
|
This item has no description. |
Constants
OldestX3DTime: TX3DTime = (Seconds: OldestTime; PlusTicks: 0)
deprecated 'use TX3DTime.Oldest'; |
|
Warning: this symbol is deprecated: use TX3DTime.Oldest This item has no description. |
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