Roman Shapiro
Roman Shapiro
Yeah, MonoGame.Imaging looks cool. I dont know when MG will support Span. However I think it might be good idea to release your imaging lib as standalone lib. I've recently...
> The elephant in the room is that MonoGame.Utilities is used heavily, so it would be a required dependency for the library, and I don't know how to manage that....
After more research I found that the problem isn't related to the SpriteFont, but managed to reproduce the problem using only SpriteBatch. Though it draws texture with letter glyphs. The...
I use this library: https://github.com/cyotek/Cyotek.Drawing.BitmapFont It works like a charm (though I didnt test it on many different FNTs). It uses System.Xml. However if it is an issue that code...
Actually there seems to be another solution. That library doesnt use XmlSerializer, but parses Xml manually. So that code could be converted to use System.Xml.Linq(which doesnt require any additional dependencies).
Thanks for the detailed explanation, Lucas. I think it could be made mutable using 'dirty' pattern.
Easy solution would be to make a user responsible to notify the static render that the model had been changed. I.e. ```c# map.Layers[2].Tiles.Add(myTile); staticRenderer.Invalidate(); ```
> Yeah, it seems like it is. I haven't found any modern UI framework for monogame that is stable or being maintained... I'm probably moving away from monogame because of...
Hi, Sorry, I dont speak Chinese(I've used the google translate to read original question) and will answer in English. Probably Unity3D expects texture to be flipped vertically. So you might...
Hi, StbSharp test images are stored as submodule. So execute `git submodule update --init --recursive` command in the StbSharp folder to fetch them. It'll fill TestImages with about 800 images....