squarebananas
squarebananas
Yeah, during normal playback some of the points seem to be asking for the same thing. However I think the points begin to be different when SubmitBuffer is called outside...
I did quickly try the above, however I'm still getting failed tests with that. For some reason I thought I had tried the sample project with XNA, however I must...
Great. Nice find on the article. I need to read it some more, but there are a couple of points of interest. ``` // Start the sound, no currently pending...
No problem and thanks. Just looking at the test failures again it seems these are due to what happens when no SubmitBuffer occurs during a BufferNeeded event. This should stop...
> the while loop will halt if the user write the following, unless you add a limit check If you were referring to the while loop in my code that...
With issue 1 it seems within the GraphicsDevice.DirectX PlatformPresent code the swapChain.Present syncInterval argument is set to 1 instead of using the PresentationInterval value. If you're building from source see...
The commands to run to clone the source and update the submodules are shown on the readme file viewed at https://github.com/MonoGame/MonoGame I personally use GitHub Desktop and use the Clone...
> 1. Can I/how do I add this back to the source code, maybe solving/closing this issue thread? Remember I'm "5 years old" and never done this before. There is...
> Is there any solution or workaround at this point? On DesktopGL, GPU instancing seems to work fine until any call to SpriteBatch.Begin(). After that geometry appears inverted. Even resetting...
Thanks for your work on adding this functionality. Last week I tried using this with one of my projects and it's working well so far. In particular I was after...