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It appears to be an bug with setting a texture on sampler, if an rendertarget swap occurs.
``` C#
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.…
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This is a big job. We need to split the Framework up into seperate assemblies to help cut down on bloat when deploying applications on devices.
Currently all the code is in one assembly MonoGame.Fra…
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As the subject says, this is not implemented. Code is:
```
#if IOS
throw new NotImplementedException();
#elif ANDROID
...
```
This one is actually a critical bug…
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I'm not crazy about putting all samples in one solution, but that looks like the route MG is taking with theirs.
MG-Samples reference the MG **source** project via `../../../path` notation, though, a…
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So I was looking at the new MonoGame site and I've realised that the latest official release was 3.0.1, which is now quickly approaching over a year ago. Looking at the differences between master and…
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This seems to be a problem that was addressed at some point, because there are discussions about it dating back to 2012, but is still prominent.
Whenever the player presses the home button, the game …
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[This page](https://devs.ouya.tv/developers/docs/adobe-air) on the OUYA developer docs website links [here](https://github.com/ouya/ouya-sdk-examples/tree/master/AdobeAir) for the Adobe Air SDK Exampl…
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So today I tested my game on a Galaxy Note3. I have set the game orientation to sensor landscape. While it first appeared fine, I noticed that if I press the home button and then re-enter the app, the…
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http://community.monogame.net/t/a-lot-of-texture2d-allocation-garbage-collector-problem/939
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I cannot load effect using content pipeline, please help me
http://community.monogame.net/t/how-to-load-effect-using-content-pipeline/958