In the Update function gameTime.elapsedGameTime.TotalSeconds
always gives me 0.01666666667 which is the deltaTime value for 60 FPS, no matter if the FPS is 30 it always shows me 0.01666666667 but the Draw function on the other hand shows 0.03333333333 if the FPS is 30.
Is this a bug or is this how it is meant to be? Should I just create a variable called deltaTime and make it equal to gameTime.elapsedGameTime.TotalSeconds
in the Draw function? Maybe this is a problem on Macs only
(I'm on a mac and I'm using Xamarin Studio MonoMac to build the project)