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* Add textures to simple rendering
* Add lighting to simple rendering
* Multistream and instancing rendering
* Using the geometry shader (per-face normals)
* Using compute shaders
* Usi…
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When drawing using the `SpriteBatch` on an Android device, positioning seems to be off.
This screenshot is a white rectangle drawn as follows:
```cs
protected override void Draw(GameTime g…
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An exception should be thrown when attempting to draw a RenderTarget2D to itself. Doing this is incompatible with some machines.
```
graphicsDevice.SetRenderTarget(renderTarget);
spriteBa…
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I made an utterly simple scene: placed a sphere with a collider and a rigidbody, placed a cube mesh with a collider for the sphere to bounce off of, and placed a perspective camera with the slot set t…
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We need to add a sample that exercises the non-SpriteBatch side of rendering. Things to work out:
- What sample should this be?
- Can we support PlayStation Mobile?
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i got everything set up as usual. heart, crafting, access and some units then all the sudden crafting (despite having an anvil workbench among other crafting stations which arent modded in case your w…
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I have a suggestion regarding the Premultiply Alpha option. The preview should reflect the use of premultiply alpha. Right now, it uses the default blend mode and renders the preview with the ugly bla…
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In a DirectX desktop project, the mouse location reported by Mouse.GetState().Position is incorrect when in hardware fullscreen mode. Here is a simple Game1 class to verify the issue. You'll h…
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When using the 2D rendering in MonoGame, as soon as I begin involving RenderTargets, the game renders to the bottom left quarter of the screen. I don't even need to use the render targets at all! Just…
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I get a slight stuttering problem on a very basic example (just a 16x32 texture moving through the screen).
I'm printing out the elapsed seconds on the Draw method. The rate seems to be uns…