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Visual C++
DPSF API Documentation
DPSF
<
(Of
<
(<'Particle, Vertex>)>)>..::..UpdateForced Method
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Updates the Particle System, even if the the Particle Systems inherits from DrawableGameComponent.

Updating the Particle System involves executing the Particle System Events, updating all Active Particles according to the Particle Events, and adding new Particles according to the Emitter settings.

NOTE: If inheriting from DrawableGameComponent and this is called, the Particle System will be updated twice per frame; once when it is called here, and again when automatically called by the Game object. If not inheriting from DrawableGameComponent, this acts the same as calling Update().

Namespace: DPSF

Assembly: DPSF (in DPSF.dll) Version: 2.5.0.0

collapse_allSyntax

C#

public void UpdateForced(

 float fElapsedTimeInSeconds

)

Visual Basic

Public Sub UpdateForced (

 fElapsedTimeInSeconds As Single

)

Visual C++

public:

virtual void UpdateForced(

 float fElapsedTimeInSeconds

sealed

Parameters

fElapsedTimeInSeconds

Type: System..::..Single

How much time in seconds has elapsed since the last time this function was called

Implements

IDPSFParticleSystem..::..UpdateForced(Single)

collapse_allSee Also

DPSF<(Of <(<'Particle, Vertex>)>)> Class

DPSF<(Of <(<'Particle, Vertex>)>)> Members

DPSF Namespace

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