FixedStepTimerPendingSteps Property |
Namespace: DigitalRune.Game.Timing
During a time step (when TimeChanged is raised), this property indicates how many time steps are still pending.
If the game is fast enough or if AccumulateTimeSteps is , PendingSteps is always 0 during a TimeChanged event. Only if the game is running slowly and AccumulateTimeSteps is , PendingSteps can be greater than 1 and indicates how many TimeChanged events will be triggered immediately after the current TimeChanged event.