squarebananas

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Thanks for the information. Your suggestions with the editor and MGFXC worked so I'll try them out some more. > Does this work with MojoShader? Both MojoShader and ShaderConductor create...

> > > > The usage indices stayed the same. The values for Shader.VertexAttribute.location change though. I noticed this had an effect on whether the existing instancing bug occurs but...

> We've actually been discussing Metal support internally over the last week and have decided that we are not gonna support Metal directly, and instead, we will be supporting it...

Just a few thoughts: 1) This change could also be made to the TextureCube class as well. 2) Currently GetDataPool is a static inside Texture2D. As each instance of a...

Thanks for the reply. Just to make it clearer, the first 3 numbered points relate to this PR while the rest relates to ArrayPool usage "in terms of graphics planning"...

(Just saw more commits happened. These comments don't take those into account). ## Issues 1) **Best Issue** - Partial control of the player is possible after selecting "Play" but before...

> Also worth mentioning we accept PRs, so if you have the time, branch off my branch and submit a PR and I or someone on the team will take...

> Can you make this change an overloaded method so as not to break compatibility for existing users please Are you sure that is required? It's a private method.

Just in case you weren't aware, it's possible to use up to OpenGL 4.3 with the Compute branch (https://github.com/cpt-max/Docs/blob/master/Shader%20models%20for%20OpenGL.md). I realize it isn't the intention to merge the Compute PR...

This comment here maybe related: https://github.com/MonoGame/MonoGame/issues/6250#issuecomment-1337130191