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/Vertices/VertexDeclarationCache.cs
43 lines | 901 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>
/// Helper class which ensures we only lookup a vertex
/// declaration for a particular type once.
/// </summary>
/// <typeparam name="T">A vertex structure which implements IVertexType.</typeparam>
internal static class VertexDeclarationCache<T>
where T : struct, IVertexType
{
#region Public Static Properties
public static VertexDeclaration VertexDeclaration
{
get
{
if (cached == null)
{
cached = VertexDeclaration.FromType(typeof(T));
}
return cached;
}
}
#endregion
#region Private Static Variables
private static VertexDeclaration cached;
#endregion
}
}