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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/SpriteSortMode.cs
38 lines | 1.2 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 sprite sort rendering options.
/// </summary>
public enum SpriteSortMode
{
/// <summary>
/// All sprites are drawing when <see cref="SpriteBatch.End"/> invokes, in order of draw call sequence. Depth is ignored.
/// </summary>
Deferred = 0,
/// <summary>
/// Each sprite is drawing at individual draw call, instead of <see cref="SpriteBatch.End"/>. Depth is ignored.
/// </summary>
Immediate = 1,
/// <summary>
/// Same as <see cref="SpriteSortMode.Deferred"/>, except sprites are sorted by texture prior to drawing. Depth is ignored.
/// </summary>
Texture = 2,
/// <summary>
/// Same as <see cref="SpriteSortMode.Deferred"/>, except sprites are sorted by depth in back-to-front order prior to drawing.
/// </summary>
BackToFront = 3,
/// <summary>
/// Same as <see cref="SpriteSortMode.Deferred"/>, except sprites are sorted by depth in front-to-back order prior to drawing.
/// </summary>
FrontToBack = 4
}
}