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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/Content/ContentReaders/DualTextureEffectReader.cs
36 lines | 988 B | text/x-csharp | CSharpLexer
#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2022 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
#region Using Statements
using Microsoft.Xna.Framework.Graphics;
#endregion
namespace Microsoft.Xna.Framework.Content
{
class DualTextureEffectReader : ContentTypeReader<DualTextureEffect>
{
#region Protected Read Method
protected internal override DualTextureEffect Read(
ContentReader input,
DualTextureEffect existingInstance
) {
DualTextureEffect effect = new DualTextureEffect(input.ContentManager.GetGraphicsDevice());
effect.Texture = input.ReadExternalReference<Texture>() as Texture2D;
effect.Texture2 = input.ReadExternalReference<Texture>() as Texture2D;
effect.DiffuseColor = input.ReadVector3();
effect.Alpha = input.ReadSingle();
effect.VertexColorEnabled = input.ReadBoolean();
return effect;
}
#endregion
}
}