pfFrameTimeStamp

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Steve Baker (steve++at++mred.bgm.link.com)
Fri, 31 Jan 97 09:09:56 -0500


Hi!

  I want to run *all* of my pfSequences at slower-than-realtime
rates - just for a test - so in APP, I do something like:

  static float time = 0.0f ;
   .
   .
  pfFrame() ;
  pfFrameTimeStamp ( time ) ;
  time += 0.0001 ;

...and run my simulation at 30Hz. What happens is that my sequences freeze - no
more animation at all! I have tried printing out pfGetFrameTimeStamp() and it
increments nicely as I would expect.

If (partway through the run) I stop changing pfFrameTimeStamp every frame, then
the sequences continue running from where they left off.

Is there some problem with touching the pfFrameTimeStamp every frame? Is there a better
way to slow down realtime? (For lots of complicated reasons, I can't go and touch
every pfSequence node to slow it down).

Thanks in advance.

Steve Baker 817-619-1361 (Vox-Lab)
Hughes Training Inc. 817-619-8776 (Vox-Office/Vox-Mail)
2200 Arlington Downs Road 817-619-4028 (Fax)
Arlington, Texas. TX 76005-6171 Steve++at++MrEd.bgm.link.com (eMail)
http://www.hti.com (external) http://MrEd.bgm.link.com/staff/steve (intranet)
                                http://web2.airmail.net/sjbaker1 (external)

"You can't destroy the Earth - that's where I keep all my stuff!" - The Tick.

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