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I'm thinking of overriding the draw() function to draw the sprite AND automatically update the frame.
Now I'm thinking, is it madness to have an sf::Clock for every AnimatedSprite?
void update(sf::Time frameTime)
Ahh didn't think about that!Code: [Select]void update(sf::Time frameTime)it is then!
Nop: it's only a Int64, so even if it's bigger than a pointer on 32-bits systems, it's still faster to pass by value (no dereferencing, etc.).N1ghtly just followed SFML, which passes all its sf::Time instances by value.