Nikos Kastellanos

Results 44 comments of Nikos Kastellanos

@kg The workaround worked. I had to add an additional element to the ValueTuple as padding. [workaround fix for issue dotnet/runtime#78731](https://github.com/nkast/Wasm/commit/4a3ac6544f491d9db15f9d0a1ef4b1def301d9f6) GetElementById is passed in a ValueTuple, which effectively is...

The code from the original issue is the following, ``` microphone.GetData(buffer); stream.Write(buffer, 0, buffer.Length); ``` I think it should be ``` int actualSizeOfWavData = microphone.GetData(buffer); stream.Write(buffer, 0, actualSizeOfWavData); ``` I...

I've made some tests to see what GetData() returns. in XNA we get: _lastDataSize: 8820 _lastDataSize: 8820 ... _lastDataSize: 8820 in MG we get: _lastDataSize: 2648 _lastDataSize: 884 _lastDataSize: 882...

Test `EffectPassShouldSetTextureEvenIfNull` failed. Some effects like BasicEffect apply their textures when you call .Apply(). You have to either reapply your textures after .Apply(), override the BasicEffect.OnApply(), or create a new...

EffectPass.Apply() updates GraphicsDevice.Textures from any samplers in the shader. Later during a draw the GraphicsDevice.Textures are copied back to shaderStage. The first step is the source of all the issues...

Here are two key points in the code that we need to merge somehow. We have to set the texture from the sampler with the same textureSlot, if not found...

I see now that XNA will overwrite the GraphicsDevice.Textures from the shader if the shader defines a Texture slot. I think we should add this case too in #5392. Additional,...

> Please close this PR and create one @stromkos Feel free to submit a PR yourself anytime.

~If you want to be more technical and presice, layerDepth has to be in the range of [GraphicsDevice.Viewport.MinDepth, GraphicsDevice.Viewport.MaxDepth].~ ~By normalizing your depth in the range [0,1] and then multipling...

Ok, some investigation is needed to verify one way or another. I am curious about how an XNA project would behave.