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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/PresentInterval.cs
34 lines | 1.1 KiB | 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
namespace Microsoft.Xna.Framework.Graphics
{
/// <summary>
/// Defines how <see cref="GraphicsDevice.Present"/> updates the game window.
/// </summary>
public enum PresentInterval
{
/// <summary>
/// Equivalent to <see cref="PresentInterval.One"/>.
/// </summary>
Default = 0,
/// <summary>
/// The driver waits for the vertical retrace period, before updating window client area. Present operations are not affected more frequently than the screen refresh rate.
/// </summary>
One = 1,
/// <summary>
/// The driver waits for the vertical retrace period, before updating window client area. Present operations are not affected more frequently than every second screen refresh.
/// </summary>
Two = 2,
/// <summary>
/// The driver updates the window client area immediately. Present operations might be affected immediately. There is no limit for framerate.
/// </summary>
Immediate = 3,
}
}