Show More
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.
File last commit:
Show/Diff file:
Action:
FNA/src/Graphics/RenderTargetUsage.cs
30 lines | 873 B | text/x-csharp | CSharpLexer
Early working version (including all dependencies, lol).
r0 #region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
Upgrade FNA to 22.12...
r690 * Copyright 2009-2022 Ethan Lee and the MonoGame Team
Early working version (including all dependencies, lol).
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
}
}