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Commit Description:
Fix issue with simulation....
Commit Description:
Fix issue with simulation.
Previously, if there was more than one tick being advanced at once, it would
overshoot how many ticks it covered. So if it was covering 5 ticks and each
tick happens every 100 units, rather than recording that it had simulated
through t= 500, it would increase the cumulative time for each tick, recording
that it had simulated through t=2500.
Add error message, too.
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FNA/src/Graphics/RenderTargetUsage.cs
30 lines | 873 B | text/x-csharp | CSharpLexer
30 lines | 873 B | text/x-csharp | CSharpLexer
r0 | #region License | |||
/* FNA - XNA4 Reimplementation for Desktop Platforms | ||||
r690 | * Copyright 2009-2022 Ethan Lee and the MonoGame Team | |||
r0 | * | |||
* Released under the Microsoft Public License. | ||||
* See LICENSE for details. | ||||
*/ | ||||
#endregion | ||||
namespace Microsoft.Xna.Framework.Graphics | ||||
{ | ||||
/// <summary> | ||||
/// Defines if the previous content in a render target is preserved when it set on the graphics device. | ||||
/// </summary> | ||||
public enum RenderTargetUsage | ||||
{ | ||||
/// <summary> | ||||
/// The render target content will not be preserved. | ||||
/// </summary> | ||||
DiscardContents, | ||||
/// <summary> | ||||
/// The render target content will be preserved even if it is slow or requires extra memory. | ||||
/// </summary> | ||||
PreserveContents, | ||||
/// <summary> | ||||
/// The render target content might be preserved if the platform can do so without a penalty in performance or memory usage. | ||||
/// </summary> | ||||
PlatformContents | ||||
} | ||||
} | ||||