Multiple UpdateFrame events should be raised to match the desired
TargetUpdateFrequency, when TargetUpdateFrequency > 0. The loop would
incorrectly check for TargetRenderFrequency instead.
Affects issue #43
break;
}
}
- } while (TargetRenderFrequency > 0 && ++frameskip < max_frameskip);
+ } while (TargetUpdateFrequency > 0 && ++frameskip < max_frameskip);
timestamp = watch.Elapsed.TotalSeconds;
double render_elapsed = MathHelper.Clamp(timestamp - render_timestamp, 0.0, 1.0);