float GetCameraCurveInterpolatedTime()
{
if( cameraCurveTime == oldCameraCurveTime )
return cameraCurveTime;
float t;
float renderTime = RendererWorld.Instance.FrameRenderTime;
float time = ( renderTime - lastTickTime ) * EntitySystemWorld.Instance.GameFPS;
if( time < 0 ) time = 0;
if( time < 1.0f )
t = oldCameraCurveTime * ( 1.0f - time ) + cameraCurveTime * time;
else
t = cameraCurveTime;
return t;
}