We pass to the render method a progression through the current frame
@@ -257,7 +257,7 @@ int main(int argc, char* args[])
}
// render();
wrenSetSlotHandle(vm, 0, gameClass);
- wrenSetSlotDouble(vm, 1, (double)lag / MS_PER_FRAME);
+ wrenSetSlotDouble(vm, 1, (double)(lag % MS_PER_FRAME) / MS_PER_FRAME);
interpreterResult = wrenCall(vm, drawMethod);
if (interpreterResult != WREN_RESULT_SUCCESS) {
result = EXIT_FAILURE;
