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-rw-r--r--main/main_timer_sync.cpp7
-rw-r--r--main/main_timer_sync.h10
2 files changed, 6 insertions, 11 deletions
diff --git a/main/main_timer_sync.cpp b/main/main_timer_sync.cpp
index 9e23a1f5cb..469ef6f20a 100644
--- a/main/main_timer_sync.cpp
+++ b/main/main_timer_sync.cpp
@@ -193,12 +193,7 @@ float MainTimerSync::get_cpu_idle_step() {
return cpu_ticks_elapsed / 1000000.0;
}
-MainTimerSync::MainTimerSync() :
- last_cpu_ticks_usec(0),
- current_cpu_ticks_usec(0),
- time_accum(0),
- time_deficit(0),
- fixed_fps(0) {
+MainTimerSync::MainTimerSync() {
for (int i = CONTROL_STEPS - 1; i >= 0; --i) {
typical_physics_steps[i] = i;
accumulated_physics_steps[i] = i;
diff --git a/main/main_timer_sync.h b/main/main_timer_sync.h
index 620d1c747d..2126381c7c 100644
--- a/main/main_timer_sync.h
+++ b/main/main_timer_sync.h
@@ -43,14 +43,14 @@ struct MainFrameTime {
class MainTimerSync {
// wall clock time measured on the main thread
- uint64_t last_cpu_ticks_usec;
- uint64_t current_cpu_ticks_usec;
+ uint64_t last_cpu_ticks_usec = 0;
+ uint64_t current_cpu_ticks_usec = 0;
// logical game time since last physics timestep
- float time_accum;
+ float time_accum = 0;
// current difference between wall clock time and reported sum of idle_steps
- float time_deficit;
+ float time_deficit = 0;
// number of frames back for keeping accumulated physics steps roughly constant.
// value of 12 chosen because that is what is required to make 144 Hz monitors
@@ -64,7 +64,7 @@ class MainTimerSync {
// typical value for accumulated_physics_steps[i] is either this or this plus one
int typical_physics_steps[CONTROL_STEPS];
- int fixed_fps;
+ int fixed_fps = 0;
protected:
// returns the fraction of p_frame_slice required for the timer to overshoot