Reputation: 1784
I have tried different machines, VSync on and off.
I have provided my main method and display method. In the main look I calculate delta using GLFWs GetTime method.
If I explicitly set deltaTime = 0.016 to lock the target speed, the triangle moves smoothly.
int main(int argc, char** argv)
{
/*
INIT AND OTHER STUFF SNIPPED OUT
*/
double currentFrame = glfwGetTime();
double lastFrame = currentFrame;
double deltaTime;
double a=0;
double speed = 0.6;
//Main loop
while(true)
{
a++;
currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
/** I know that delta time is around 0.016 at my framerate **/
//deltaTime = 0.016;
x = sin( a * deltaTime * speed ) * 0.8f;
y = cos( a * deltaTime * speed ) * 0.8f;
display();
if(glfwGetKey(GLFW_KEY_ESC) || !glfwGetWindowParam(GLFW_OPENED))
break;
}
glfwTerminate();
return 0;
}
void display()
{
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(playerProgram);
glUniform3f(playerLocationUniform,x,y,z);
glBindBuffer(GL_ARRAY_BUFFER, playerVertexBufferObject);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glUseProgram(0);
glfwSwapBuffers();
}
Upvotes: 2
Views: 9994
Reputation: 63481
You are using deltaTime
as if it was a global framerate and calculating the sine and cosine based on a frame number (a
) multiplied by that rate. What that means is a minor fluctuation in deltaTime
between frames will cause larger changes in position as a
becomes larger.
In the other case, where you set a constant deltaTime
, you still get small glitches when a frame is rendered at the wrong time.
What you actually need to do is this:
#define TAU (M_PI * 2.0)
currentFrame = glfwGetTime();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
a += deltaTime * speed;
// Optional, keep the cycle bounded to reduce precision errors
// if you plan to leave this running for a long time...
if( a > TAU ) a -= TAU;
x = sin( a ) * 0.8f;
y = cos( a ) * 0.8f;
Upvotes: 8