Lucas Girouard-Stranks
Lucas Girouard-Stranks
Apple released documentation and examples for Metal [here](https://developer.apple.com/metal/). Xamarin has also examples for Metal in C# with their API wrapper. See [here](https://developer.xamarin.com/samples/mac-ios/MetalKitEssentials/) and [here](https://developer.xamarin.com/samples/monotouch/ios8/MetalBasic3D/).
Metal is available for iOS devices using the Apple A7 or later (iPhone 5s or later), as well as Macs (2012 models or later) running OS X El Capitan.
@tomspilman What about Mac support for Metal? All Macs that are 2012 or newer are Metal supported by Apple as long as they running OS X El Capitan. Could we...
> I think for now we wait to see if Vulkan makes it to Mac. @tomspilman Fair enough, though it kinda sucks cause if we are going to do Metal...
There is something like what was requested in MGE using a [3x3 matrix](https://github.com/craftworkgames/MonoGame.Extended/blob/develop/Source/MonoGame.Extended/Matrix2.cs#L140). The world transform for a sprite needs to be "baked" in so it can be batched. You...
@Raflos10 The order of matrix operations is the result of using row or column vector layout. In MonoGame / XNA the layout is by row. The idea I'm suggesting is...
@Raflos10 Also, FYI, here's some code to create the `Matrix3x2` from a position, rotation, and scale, and origin. ``` void CreateFrom(Vector2 position, float rotation, Vector2 scale, Vector2 origin, out Matrix3x2...
You can use a render target to fix the problem. 1. Render your scene into a render target. 2. Upscale the render target as you wish.
Usually you want to use a render target to upscale to a specific resolution anyways regardless of using tiled maps or not. Perhaps there is room to think about an...
I will revisit how to make it easier to create a render pass for a 1x scale and upscaling it to the desired resolution with letter-boxing or pillar-boxing. This might...