squarebananas
squarebananas
This isn't just an issue with the start button but all of the gamepad buttons. For demonstration purposes please see the UWPKeyboard project within here: https://github.com/squarebananas/MonoGameSamplesForIssues According to the VirtualKey...
Just to understand the issue more, the concern is that Texture2D.GetData will take up to 1 frame to complete? In particular I was loading a heightmap in a level loading...
> In my opinion not. Anecdotally, I mostly see GetData used to fill an array that's used immediately after. Code like that will not work on OpenGL with BlockOnUIThread. >...
> Historically, XNA had a single threaded model, therefore WindowsDX and all SharpDX derived platforms, do as well. In my experience XNA allowed GetData requests without issue from other threads...
The purpose of the PR was just to add the missing BlockOnUIThread which is already used in 22 other similar situations. Currently without the PR it throws an exception. There...
If the calls are directly from Game1 there is no additional locking as BlockOnUIThread will run the action directly. If the call is from an additionally created background thread then...
> We could add a console output warning when running from a thread like "this operation is blocking the UI thread". I could amend the PR to add console output...
> Sounds good to me. Thanks, I've added those just.
This line looks like it will be true if the ray intersects the plane and not the frustum. `if (this.Contains(point) == ContainmentType.Contains && result == null || d < result)`...
I'll need to look at this again another time as the tests don't quite look correct. According to this: https://docs.microsoft.com/en-us/previous-versions/windows/xna/ff433726(v=xnagamestudio.40) > The BufferNeeded event is raised in the following situations:...