Thomas Altenburger
Thomas Altenburger
@harry-cpp should we also have mojoshader in its own package? It is only for Windows and less likely to have to be updated, but once we will have everything else...
Gotcha! I'm going to check what I can do.
You should be able to query ```GraphicsCapabilities.MaxMultiSampleCount``` in ```Game.Initialize()``` and apply graphics device parameters from there. Does that work? DesktopGL comes with some limitation compared to WindowsDX in the fact...
Beside changing the link to the proper .NET 8 SDK, I wonder if we could enhance this script by integrating it into ```Tools/MonoGame.Content.Builder.Task``` (and automatically download the appropriate .NET SDK...
Gotcha, we should be good with a link update then!
Please refer to #8124 while this issue is being worked on.
@gluser2 I've applied the same to WindowsDX. Would you mind testing that too?
Is this with DesktopGL or WindowsDX? And on which system(s)? And are you using a system SDL install instead of the one from MonoGame? (the fact that you're testing on...
Not a big fan of a try/catch within a try/catch and exception being silenced. Suggestion: ```csharp var afd = Game.Activity.Assets.OpenFd(_name); if (afd != null) _androidPlayer.SetDataSource(afd.FileDescriptor, afd.StartOffset, afd.Length); else _androidPlayer.SetDataSource(_name); //...
Couldn't we just have something like ```_name.StartsWith("file://")``` to differentiate content from external files? ```csharp if (assetUri != null) { _androidPlayer.SetDataSource(MediaLibrary.Context, this.assetUri); } else if (_name.StartsWith("file://")) { _androidPlayer.SetDataSource(_name); } else {...