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Something that bothers me is the supported platforms advertised on the website.
Windows Universal - Deprecated AFAIK which means no Xbox and hasnt worked properly since 4.0 and maybe 4.1
IOS/Andro…
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**Release Type**:
Official Release
**Version**:
3.0.0.6
**Platform(s)**:
Windows
**Describe the bug**
AO looks patchy, blocky, lowres. When moving camera, effect "rolls" across geometr…
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**Release Type**: GitHub
**Version**: [Latest 3.0.0.5](https://github.com/xenko3d/xenko/commit/1cc4d2761db038ebe89f04c1787b572b9ebc6dc0)
**Platform(s)**: Editor on windows desktop
**Describe …
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this might be related to #14.
writing shader code in visual studio is quite nice, but it lacks a few features one is used to. for example automatic bracket and indentation.
and of course code comple…
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See right side of image:
![image](https://user-images.githubusercontent.com/6070165/27253177-0a589374-53b3-11e7-9327-11bc13abe871.png)
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Greetings,
I'm trying out your engine but when trying to save my scene I get a NullReferenceException.
Here's the message:
Error: There was a problem saving the solution. System.NullReference…
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Right now, if one wants to send the SpriteBatch's draw data to the graphics device and continue to draw (i.e. if he changed the ScissorRectangle), then he needs to call the End method followed by Begi…
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MonoGame does not support getting IMM compositions. We should expose an API so games can render these compositions instead of having the OS show an ugly window for it.
We should discuss the API bef…
Jjagg updated
4 years ago
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Steps to reproduce:
- Create a new project
- Open project in GameStudio
- Load Visual Studio through 'Open in IDE' button
- Create a new class in VS (File -> New -> Class)
- File is added to so…
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1)Call vkCmdCopyBufferToImage with error
validation layer: vkCmdCopyBufferToImage(): VkBuffer object 0x2f0 used with no memory bound. Memory should be bound by calling vkBindBufferMemory(). The Vulka…