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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/States/TextureAddressMode.cs
30 lines | 825 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
namespace Microsoft.Xna.Framework.Graphics
{
/// <summary>
/// Defines modes for addressing texels using texture coordinates that are outside of the range of 0.0 to 1.0.
/// </summary>
public enum TextureAddressMode
{
/// <summary>
/// Texels outside range will form the tile at every integer junction.
/// </summary>
Wrap,
/// <summary>
/// Texels outside range will be setted to color of 0.0 or 1.0 texel.
/// </summary>
Clamp,
/// <summary>
/// Same as <see cref="TextureAddressMode.Wrap"/> but tiles will also flipped at every integer junction.
/// </summary>
Mirror,
}
}